Convergence
#21
Posted 27 June 2013 - 06:53 AM
#22
Posted 27 June 2013 - 06:58 AM
Homeless Bill, on 26 June 2013 - 11:53 PM, said:
Besides my own solution, I'd pick Doc's. It's way too sim-oriented for mainstream gamers, but **** them. The only part I dislike is no convergence for torso weapons. Though it's unrealistic, I see no reason to make some chassis objectively better than others based on such an extremely useful capability. Balance > realism.
Otherwise, though, I'm a big fan. It's in-depth, it gives C3 and spotters more of a purpose, it would drastically alter combat, it's nothing like my proposal, and I totally dig it.
torso weapons would still have convergence, the idea is until you have the complete covergence lock where the reticle closes all the way the torsos would be converged on a single point with all the other weapons - the point is though getting to that would require you to get in much closer than current and sacrifice your mobility, be at low heat and be firing against a stationary 'Mech.
#23
Posted 27 June 2013 - 07:17 AM
(I had a post with animated graphics and everything but can't find it any longer)
Proposal speciifics: * LT MOUNT + TORSO + * RT MOUNT ** (LT / RT TORSO for armless mechs)
- Each mount has it's own reticle and weapons on that mount are slaved to it.
- LT & RT reticles attempt to harmonize with the TORSO reticle. (Toso reticle is fixed to the torso eye-point)
- Movement, enemy weapon impact & weapon recoil all affect / break harmonization (reticle wander) to which the targeting computer attempts to re-harmonize. The faster / more abrupt the mech movement the longer it takes to harmonize the reticles.
- targeting computers can be damaged and or temporarily affected by PPC .
What does it accomplish:
- Does not denig use and or viability of boats / high alpha builds or sniper builds, but does force them to stop / slow down in order to allow the reticles to harmonize to benefit from pin-point damage.
- Provides an active counter to boats / alpha & sniper through movement, weapon impact (de-harmonizes reticles) and temp-disable them through PPC as well as permanent disable them through damage.
- Works with any weapon type be it energy, ballistic or missile.
In short... It's a fix that does not rely on heat, dps or randomization of hit location. Clean and completely functional solution.
Edited by DaZur, 27 June 2013 - 07:19 AM.
#24
Posted 27 June 2013 - 07:19 AM
#25
Posted 27 June 2013 - 07:30 AM
DaZur, on 27 June 2013 - 07:17 AM, said:
(I had a post with animated graphics and everything but can't find it any longer)
Proposal speciifics: * LT MOUNT + TORSO + * RT MOUNT ** (LT / RT TORSO for armless mechs)
- Each mount has it's own reticle and weapons on that mount are slaved to it.
- LT & RT reticles attempt to harmonize with the TORSO reticle. (Toso reticle is fixed to the torso eye-point)
- Movement, enemy weapon impact & weapon recoil all affect / break harmonization (reticle wander) to which the targeting computer attempts to re-harmonize. The faster / more abrupt the mech movement the longer it takes to harmonize the reticles.
- targeting computers can be damaged and or temporarily affected by PPC .
What does it accomplish:
- Does not denig use and or viability of boats / high alpha builds or sniper builds, but does force them to stop / slow down in order to allow the reticles to harmonize to benefit from pin-point damage.
- Provides an active counter to boats / alpha & sniper through movement, weapon impact (de-harmonizes reticles) and temp-disable them through PPC as well as permanent disable them through damage.
- Works with any weapon type be it energy, ballistic or missile.
In short... It's a fix that does not rely on heat, dps or randomization of hit location. Clean and completely functional solution.
very similar to my proposal, only i proposed that heat be factored in to the speed in which convergence occurs
#26
Posted 27 June 2013 - 07:46 AM
DocBach, on 27 June 2013 - 07:30 AM, said:
very similar to my proposal, only i proposed that heat be factored in to the speed in which convergence occurs
I apologize for the similarities. You know what they say about "great minds".
Also aside from heat, your proposal assumes the default convergence to not be harmonized (the separate aim-points on the horizontal markers)... where mine assumes centric harmonization from the start.
I struggle with the heat because to me that feels like a double whammy where it's not necessary. The divergence of the reticles should be enough to mitigate the pin-point damage issues without unnecessarily playing with heat values.
I.E.. don't need to align the tires when you get an oil-change...
Edited by DaZur, 27 June 2013 - 07:48 AM.
#27
Posted 27 June 2013 - 08:02 AM
Edited by FireSlade, 27 June 2013 - 01:27 PM.
#28
Posted 27 June 2013 - 08:03 AM
What about leave convergence as is but force the pilot to pay for grouping weapons via an added requirement. That being for every weapon above 2 that is added to any groups required the installation of a Targeting Computer.
BT rule -
Quote
Thus a group of 3 PPC's would require the addition of 21t/4t (rounded up) or 5t and 5 crits to carry a 3 PPC Alpha Grouping.
I have no idea why this was not done from day one really. Force the player to choice when building, Alpha groupings or more singular firepower.
#29
Posted 27 June 2013 - 02:18 PM
As to weapons not converging on light mechs well, if you lead a target even now your weapons are converging on the point you aim at. This is part of why most better players aim for the legs, since their reticle is pointed to the ground at a similar distance so the weapons will converge and can all hit the same leg. Firing at the torso will often reduce convergence if you lead so it spreads the damage more. So at worst many of these would have the same issue.
Manual convergence is the exception which would actually allow better convergence for leading targets if used well.
So far it appears almost everyone wants convergence changed but there is a lot of difference in what people want, hmm still a fairly small sample though hopefully more people vote.
#30
Posted 27 June 2013 - 02:29 PM
DocBach, on 27 June 2013 - 06:58 AM, said:
I didn't see any mention of arms-only in your post, but the poll said it and the graphics were ambiguous, so I assumed OP had seen further clarification. Then I have no complaints; it would be different, but it would be fun.
#31
Posted 27 June 2013 - 02:33 PM
this graphic describes how it would work - the top cross hair could also be assigned to head weapon convergence and the bottom to leg weapons as well. more or less perfect convergence could be possible, but the situation and pilot would have to work harder to make it happen.
Edited by DocBach, 27 June 2013 - 02:46 PM.
#32
Posted 27 June 2013 - 03:53 PM
There is that a better short one line description?
Edited by Ningyo, 27 June 2013 - 03:58 PM.
#33
Posted 27 June 2013 - 03:59 PM
#34
Posted 27 June 2013 - 07:16 PM
#35
Posted 28 June 2013 - 10:32 AM
I believe in your method (and all other methods) convergence should never go further apart than weapons firing straight forward parallel to each other. I suspect that your thinking is the same but the size of you reticles spread would often only have this be true if you were at under 200m, so I would appreciate clarification.
A reasonable alternative for torso mounted weapons would be to have weapons start converged at their "range" number (270 for ML, 660 for gauss) And then only be able to converge to ranges between 1/2 and twice range (a ML could converge at 135-540m, a gauss from 330-1320m) this would make long range sniper weapons worse at brawling. Quirks could be added to some weapons like SL, or ML if it as desired to allow them to converge at even shorter ranges.
EDIT: Thanks for the clarification (see post below this), That was what I thought you meant, just making sure I understood properly.
Edited by Ningyo, 28 June 2013 - 10:49 AM.
#36
Posted 28 June 2013 - 10:42 AM
#37
Posted 28 June 2013 - 01:05 PM
Hopefully we will get a lot of votes to see where the active forum community stands.
Homeless Bill's and DocBach's ideas are in the direction we need.
Edited by Zyllos, 28 June 2013 - 01:06 PM.
#38
Posted 01 July 2013 - 09:13 AM
CG Oglethorpe Kerensky, on 30 June 2013 - 06:03 PM, said:
The weapons are perfectly precise, and they shouldn't be. Your weapon grouping shouldn't be pinpoint accuracy, it should be a cluster that gets wider and wider with range.
We have #1 right now, but what we need is #2.
We are dealing with a shooting platform that is not smoothly moving over terrain, using multiple weapons that are each independently calibrated, on a mech that may or may not be damaged and subject to environmental conditions.
Under perfect conditions you might get #1, battlefield conditions are anything but perfect.
#39
Posted 01 July 2013 - 10:54 AM
Ningyo, on 01 July 2013 - 09:13 AM, said:
i could go for this. currently i think LRM are acceptable and work well as a suppression weapon, but i would be ok with spreading the hits out into more of a shotgun effect as long as the damage is increased to compensate.
#40
Posted 02 July 2013 - 02:47 PM
Here is a link to the original post http://mwomercs.com/...er-fix-balance/ you should visit it if you wish to see comments and such on this method, though you are welcome to post here as well.
I spoiled most as it is long, though I left the specific part dealing with convergence unspoiled. (Note he wishes all his ideas used as a whole as the parts alone do not get his idea across, so reading the rest of his will give you a more complete picture on his reasoning and method.)
DarkJaguar, on 01 July 2013 - 08:01 PM, said:
Convergence
The final factor I wish to discuss in this post is convergence, or how every weapon will travel directly to your reticle and converge on it exactly at the range indicated. There are several ways to lessen the effects of “convergence” and all of them should be executed concurrently. The first option I would suggest, is to have all torso weapons converge at their max effective range (I.E. torso mounted medium lasers converge at 270m.) While arm mounted weapons may continue to converge at the reticle but limit the inward convergence to a set number of degrees (the purpose being that arm mounted weapons cannot converge on a target within a certain range, still allowing hits, but spreading them out over the target). The next step is to add a bit of “randomness” to the actual impact point. This should scale with the number of weapons fired concurrently (as it taxes the targeting computer) but a good “Baseline” would be the number of degrees it takes to form the radius of a circle that covers a hunchback’s chest at that weapons max range. (about .25 degrees at 270m using medium lasers.). While single firing a weapon, perhaps half of that variance is used, while at four the full variance comes into play. See below for an illustration.
Finally, as a simulation of the load placed on the power supply of the mech, limit the number of weapons that can be fired concurrently (perhaps even assign a power consumption value to weapons, and a power output to engines). For example, using arbitrary examples, say a STD 300 engine can output 20MW of energy, medium lasers consume 3MW each, while PPCs consume 11MW each. In this scenario, 6 medium lasers could fire concurrently, but only 1 PPC could fire at a time (with the next one available immediately after the first is done firing). Now the heaviest weapons must contend with not only their firing variance, but can now only fire a limited number at the same time.
Edited by Ningyo, 02 July 2013 - 03:04 PM.
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