Situation: Equip a Dragon with a PPC in the left arm and a gauss in the right. Try to hit a target with both weapons, in the same spot, fired simultaneously, while that target is moving left to right at high speed between 50m away from you, but while the wall beyond the target is 1000-1500m away.
Observed result: Due to the fact your weapons converge at the crosshairs, and due to the fact you are leading your target (placing your crosshair over a wall much farther away from you than the target is), both of your shots will be very far apart at the target's distance, with one or both missing, or at the very least not hitting where you want them to.
Proposed solution: Have an option (perhaps a module that could be activated by toggle) that allows the player to force the weapons to converge at the distance of the targeted enemy, rather than where the cross hairs are. It needs to be a toggle or option because there will be times where you aren't shooting the target that you have selected.
Thoughts?
1
Weapon Convergence Distance Based On Targeted Foe
Started by Kobold, Nov 18 2012 02:36 AM
7 replies to this topic
#1
Posted 18 November 2012 - 02:36 AM
#2
Posted 18 November 2012 - 06:01 AM
Yes, that's a good solution. With the caveat that I think some people would prefer the ability to use the other method for non-ballistic weapons at least.
Ideally, we'd have something like this
1) Current System
2) Select a fixed convergence distance
3) Converge on Target's distance
Ideally, we'd have something like this
1) Current System
2) Select a fixed convergence distance
3) Converge on Target's distance
#3
Posted 18 November 2012 - 09:14 AM
Honestly, this desperately needs to happen. Partly because the current system ends up making you miss a lot of shots that you shouldn't, and partly because unless the codebase is a total mess, this should be a super-simple addition.
#4
Posted 18 November 2012 - 09:44 AM
Our recticle should change colors when our weapon convergence is set to whatever we are aimed at...
#5
Posted 18 November 2012 - 12:34 PM
Oh and additionally, due to the need to lead targets with lasers, even your arm energy weapons are currently affected.
#6
Posted 18 November 2012 - 01:10 PM
That is an amazing idea.
#7
Posted 18 November 2012 - 04:54 PM
I have previously proposed precisely this idea. It really needs to happen. Without convergence on target distance, the K2 will forever remain the king of ballistic weapons because every other design will be forced to fight the convergence mechanic which currently only favors hit-scan weapons (lasers).
It will also force people to keep the target their shooting at actually locked up, as their convergence will be off when firing at an enemy who isn't their target.
It encourages playing well, and enhances the actual gameplay mechanics. Make it so.
It will also force people to keep the target their shooting at actually locked up, as their convergence will be off when firing at an enemy who isn't their target.
It encourages playing well, and enhances the actual gameplay mechanics. Make it so.
#8
Posted 18 November 2012 - 07:20 PM
Its not a bad idea but it needs to be optional. The reason it needs to be optional is because it would hurt players that shoot at targets other than their selected target. So rather than hurting those players itd be better just to give them the choice whether to use it or not.
It should be a target assist module. In addition to making your weapons converge at the distance of the selected target it should also give you a lead indicator showing you approximately where you need to shoot. Additionally it might give you a passive bonus to weapon convergence speed.
It should be a target assist module. In addition to making your weapons converge at the distance of the selected target it should also give you a lead indicator showing you approximately where you need to shoot. Additionally it might give you a passive bonus to weapon convergence speed.
Edited by Khobai, 18 November 2012 - 07:27 PM.
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