I've seen the "set convergence once in the mechlab", but this still hurts them far, far worse than close ranged weapons. Close ranged weapons may be sighted for 270m, but at 50m the convergence spread won't matter, at 150m it'll be close enough, etc. There's range between the max and min effective ranges isn't huge.
Take a look at the ERPPC on the flip side - you could calibrate it for 600m and be taking shots at 1200m. The difference is massive, and if the shots took reasonable skill before, they are now not feasible. You've just obsoleted an entire style of combat - direct ranged combat - with one thoughtless change. This creates balance ripples that don't need to be there, which means that the change very poorly examines and takes balance into account. There is virtually no reason to make a change like this in the face of any alternatives at all, especially when the current system best advocates player skill within reasonable bounds.
Until the indirect implications of a system like this are worked out, there is absolutely no reason to implement it - and that's if the premise is even correct.
Bryan Ekman, on 22 March 2013 - 07:08 AM, said:
A: We’ve removed randomness from weapon firing in favor of skill.
Edited by Seox, 22 March 2013 - 10:22 AM.