Hopefully this fix will be easy to implement. It involves exploiting the current convergence setup rather than changing it, since the latter is unlikely to happen per:
miSs, on 12 July 2013 - 02:28 PM, said:
Answer from Paul: Weapon convergence is a tough nut to crack. We want to keep the number of random “dice rolls” to a minimum, and network synchronization can become unpredictable when trying to determine a convergence point that may or may not be moving. It will be necessary to make the convergence point calculation server authoritative and that can cause a desync due to the fact that the simulation runs at different frequencies on the server and client.
So, actually changing convergence substantially is unlikely at this point. I.e. it will remain instantaneous.
With that in mind, I'm suggesting the following:
Make the range of dynamic convergence the range to targeted mech. When there is no target, use a fixed convergence point (if it's possible to have different convergence points, use the optimal of the weapons).
What this will do is:
a: mean that to really concentrate damage on a single point you'll need the enemy mech targeted
b: mean ECM, BAP and TAG have an effect beyond missile play
c: minimise the effect of MW:O's "falloff" range extension to bring in the ranges slightly, making it a little more like TT/Prior MW games
- At long range, actually hitting the target without having them locked will be difficult.
- At brawling ranges, it's likely that hitting the target without lock will be easy enough, but a degree of spread will be inherent unless the target is at the 'natural' convergence distance.
Edited by Gaan Cathal, 14 July 2013 - 12:04 PM.