

A Simple Fix For Convergence? (With No Randomness Or New Gameplay Systems)
#21
Posted 12 July 2013 - 12:17 PM
I am at the point where any convergence fix is welcome.
#22
Posted 12 July 2013 - 12:33 PM
Nicholas Carlyle, on 12 July 2013 - 12:17 PM, said:
I am at the point where any convergence fix is welcome.
I have no idea if this is possible, but I love the idea. Chain fire should be encouraged/rewarded for more reasons than just heat.
I would love to get a dev to comment on this!

Edited by SerEdvard, 12 July 2013 - 12:35 PM.
#23
Posted 12 July 2013 - 12:40 PM
Anything that makes weapons not so pinpoint.
#24
Posted 12 July 2013 - 01:02 PM
Edited by Budor, 12 July 2013 - 01:02 PM.
#26
Posted 12 July 2013 - 01:18 PM
Budor, on 12 July 2013 - 01:02 PM, said:
Joseph Mallan, on 12 July 2013 - 01:05 PM, said:
I sympathize, but I can say with confidence that the offset would be so small as to be hardly noticeable. In fact, I would think that the inherent inaccuracies from lag/ping and fps stutter would be much larger and more noticeable than this convergence tweak.
Edited by SerEdvard, 12 July 2013 - 01:19 PM.
#28
Posted 12 July 2013 - 03:39 PM
#29
Posted 12 July 2013 - 03:40 PM
#30
Posted 12 July 2013 - 05:39 PM
#31
Posted 12 July 2013 - 05:42 PM
SerEdvard, on 12 July 2013 - 09:15 AM, said:
I'm happy you see that there's a problem, but the idea you've got here doesn't take into accout that a battlemech can and actually does aim each individual weapon. The point at which each individual weapon converges is not a fixed point; it is constantly being adjusted by the battlemech.
#32
Posted 12 July 2013 - 06:49 PM
This helps brawler weapons at closer ranges but still lets sniper weapons shine at long distances.
I don't think individual weapons fired should be subject to any convergence penalty though.
#33
Posted 12 July 2013 - 07:21 PM
#34
Posted 12 July 2013 - 07:32 PM
#35
Posted 12 July 2013 - 07:42 PM
4PPC stalkers fire 2 PPCs per tube, so you're still getting 20pts of damage done to a single pixel every time.
It's a creative and simple solution, and it would be better than the current system, but I would still like PGI to address some OTHER issues as well.
#36
Posted 12 July 2013 - 07:50 PM
#37
Posted 12 July 2013 - 07:53 PM
PEEFsmash, on 12 July 2013 - 07:50 PM, said:
It's not. I'd like to see what Damage/recycle numbers you would throw out there that would balance multi-weapon pinpoint accuracy though.
#38
Posted 12 July 2013 - 08:36 PM
DarkJaguar, on 12 July 2013 - 07:42 PM, said:
4PPC stalkers fire 2 PPCs per tube, so you're still getting 20pts of damage done to a single pixel every time.
It's a creative and simple solution, and it would be better than the current system, but I would still like PGI to address some OTHER issues as well.
Agreed. This is not a perfect solution by any means, just a quick and dirty one. This convergence fix would work best paired with other balance changes, such as increased PPC heat, buffed SRMs, etc. As you have laid out in detail, there are a great many issues that need to be addressed that this convergence fix doesn't touch at all.
Still, 2 PPCs on target is better than 4 or 6, and dual AC20/gauss would be spread out as well since you can't mount two of them in the same location. One limitation is that his fix couldnt stop 3+ PPC pinpoint alphas from mechs with 3+ energy hardpoints in one location, such as some Highlander, Victor, and Battlemaster variants have.
Edited by SerEdvard, 12 July 2013 - 08:38 PM.
#39
Posted 12 July 2013 - 09:37 PM
I dont see this as being a permanent solution but it would definitely relieve some of the problems that have plagued us without penalizing anyone or changing the games dynamic in the slightest.
Once people learn to predict the slight spreading of shots singling out components will not be difficult.
Heat can be addressed as the separate issue that it really is and perhaps the penalties do not have to be so ground shattering.
+1 for the idea, I would love to go to PTR and see this!
(would love to see a staff response to this one - but maybe that wont happen till its submitted in tedium to Garth..... now wheres that pm button)
#40
Posted 12 July 2013 - 10:58 PM
Bobdolemite, on 12 July 2013 - 09:37 PM, said:
I dont see this as being a permanent solution but it would definitely relieve some of the problems that have plagued us without penalizing anyone or changing the games dynamic in the slightest.
Once people learn to predict the slight spreading of shots singling out components will not be difficult.
Heat can be addressed as the separate issue that it really is and perhaps the penalties do not have to be so ground shattering.
+1 for the idea, I would love to go to PTR and see this!
(would love to see a staff response to this one - but maybe that wont happen till its submitted in tedium to Garth..... now wheres that pm button)
And I'd like to reiterate Nichola Carlyle's great idea that the increased convergence distance could only apply to group fire, if the engine allows it. Weapons could still be fired with pinpoint accuracy if chain fired.
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