Convergence:
The problem with this is having high amounts of pinpoint damage it seems. I would suggest having mechs have no convergence unless you target a mech (I believe this is already the case). If you do target a mech, the convergence aim is set to a point X distance further away than the mech itself, defined by the equation 0.001x^2. This is easy to implement if convergence is based on a single point as you simply take the distance between the firing mech and its target point and plug that in for x in the equation. Then you take the distance vector and simply add the scalar result to that to get the point of convergence. The end result is that you get strong convergence at close distances and weak convergence at long distances. In all cases you do not get perfect convergence which in itself feels unnatural.
I did some math for 0.001x^2 and you get target points like this:
0 meters - aim 0 meters beyond
100 meters - converge 10 meters beyond (about the width of a typical CT if fired from arms)
500 meters - converge 250 meters beyond (about the distance between the side torsos if fired from arms)
PPCs:
It seems like the issue with these is boating them then alpha striking with them on mechs that have a high energy hardpoint configuration. I suggest that PPCs do 2 less damage and instead have a "PPC burn" which occurs to the armor when hit. The burn would do 2 dps for 1 second for the side of the armor that is hit. Subsequent PPC hits only extend the time but it doesn't stack. If I hit 2 PPCs at once, the PPC burn is 1 second. If I stagger 2 PPCs by 0.5 seconds between them, the burn would be 1.5 seconds. If teammates hit the same mech in the same spot they do not each get their own PPC burn. I would also argue that reducing the projectile speed might make sense. Note thatt in MW2 the PPC was slooooooww.
SRMs:
Pretty overwhelmingly I agree that increasing their damage to 2 is a good starting point. I generally find them hard to aim and miss a lot on top of their shotgun style firing. Right now their only purpose is for mechs that have a little weight left over, full armor, have only a missile hardpoint left, don't have the tonnage for LRMs.
LRMs:
This isn't a big issue that I see but when I fire LRMs they target really goofy. They don't move fluently and the fact they miss so often seems absurd. On the forums people generally find ECMs too effective on negating LRMs. I somewhat agree as I tried to use a LRM boat catapult and even with tag I found it less effective than other mechs. I suggest the following: LRMs target the vector of a mech, rather than diving at the mech itself. If they lose lock with a mech, they still target the expected point the mech would be at based on the movement vector when they lost contact. If the missiles have line of sight of a mech, they cannot lose missile lock. If mech shuts down its movement vector becomes 0, to prevent any sort of exploitation.
Edited by JimboFBX, 27 June 2013 - 10:44 PM.