The basic idea is:
- Restore the non-instant convergence mechanic from closed beta
- Add an indicator to show the pilot the current convergence state
- Give different weapons difference convergence speeds
A suggestion of what the convergence indicator could look like (larger version here):

Notes about the indicator as drawn:
- The scale shows the current convergence as an "offset" from the current range under the reticle. This means that when the two indicators are in the center of the scale (reading zero), the weapons will converge exactly at the aimpoint, regardless of the range to that aimpoint.
- The indicators will constantly be driven towards the center of the scale (i.e. perfect convergence) by the weapons' (imaginary) convergence actuators. Moving the aiming reticle to a different point in 3-D space causes the indicator to move to reflect the new offset.
The basic mechanic to support this feature is presumably already in the code, because it used to work like this. I would hope it would be (relatively) simple to re-enable that feature.
I also suggest that these features should be added:
- Weapons should be assigned a base "convergence speed" which should be slower for larger weapons. This would only apply when the weapons are in Torso slots or in Arms which do not have a lower arm actuator (e.g. Stalker, Jenner, Jager). Approximate values could be (in units of "seconds to change convergence distance by 1000 m"): Small Laser: 0.5 seconds, Medium Laser: 1 second, PPC: 4 seconds.
- Weapons mounted in arms with lower arm actuators should converge at a greatly increased speed, or even instantly.
- A bindable key (for example, LEFT ALT) should be able to be assigned to lock convergence at its current value. This allows torso twisting between shots without losing your preferred convergence, and adds another element of skill to piloting.


Benefits of implementing this system:
- Reduces frequency of high-damage alphas hitting a single component
- Does not introduce random cones of fire (doesn't "nerf skill")
- Increases Time-To-Kill overall by making it more likely that damage will spread to multiple sections. Does not make it impossible to focus damage on a single section, just makes it slightly more difficult.
- Forces snipers to expose themselves for long enough for their weapons to converge if they want to hit a single component. They can no longer pop up for half a second, alpha stike a single component, and retreat behind cover
- Introduces another factor which can be used to balance mechs against each other (benefits arms with actuators vs arms without, convergence speed bonuses/penalties can be used as variant quirks). This is potentially a buff to some currently under-used mechs like the Awesome and Dragon.
- Although full understanding of the mechanics of the indicator may not be immediately apparent to new players, using it is simple: wait until the indicators are at, or near, the center of the scale before firing your weapons.
- (Hopefully) Simple to implement, as we know convergence mechanics are already in the game. Effort would be needed to add the indicator, and to implement support for varying convergence speeds.
Does this introduce randomness?
No, there is no random element at all. If a mech fires its weapons before they are fully converged, they will travel in a direction that is 100% predictable, and is centered exactly on its aiming reticle. They just won't all hit exactly the same point.
Why is the scale on the indicator non-linear?
It's logarithmic, which allows a wide range of values to be shown while maintaining precision for small values.
Won't this be hard for newbies/increase the learning curve?
To some extent yes, but as mentioned above, the mechanics of actually using the indicator are easy even if you don't know how it works or what it's indicating. Fire when the indictor reads zero. It should, of course, also be explained in newbie tutorials if and when they are added.
If multiple weapons with different convergence speeds are mounted in the torso, how will the indicator show that?
Two options: add more indicator markers (torso 1, torso 2 etc), OR make convergence speed the same for all weapons in the torso. I would prefer the first option, but if PGI ever implements this, it would probably be much simpler to code the second.
A sniper could just sit with his weapons pre-converged, waiting for its target to pop out of cover
Yes, they could. However the sniper would have to know exactly what range that target was going to appear at (& therefore where it was going to appear), which implies that the sniper is either highly skilled, or the target is very predictable. In either case, the situation warrants that the sniper should get a good shot. At the very least, it's no worse than what we have right now.
This nerfs torso twisting for brawlers because they have to expose their CT for longer while waiting for convergence
Kind of. As mentioned, I suggest adding a key that can be held down to lock convergence in place -- this would allow the brawler to determine an appropriate convergence range, lock his weapons to that range, and torso twist back and forth as needed during the brawl. This creates a higher skill ceiling for piloting -- the exact opposite effect of many arguments against changing convergence mechanics.
Is this the same idea as was suggested here?
No, but I admit it's pretty close. Similar principle, different indicator.
I considered not posting this because I realised it's probably yet another pie-in-the-sky solution that will quickly become part of the decomposing humus that litters the floor of this forum. But seeing as I went to the effort last week to draw the pictures, I may as well post it up and see what happens.
















