Jump to content

Simple Solution To Ranged Convergence


1 reply to this topic

#1 NST

    Rookie

  • Survivor
  • 7 posts

Posted 15 August 2013 - 05:41 PM

If projectile speeds had a random plus or minus 5% velocity added, determined for each shell/blast, some of the convergence issues would go away.

Biggest impact would be on long range shots, where multiple projectiles would have a slightly different arrival time. Brawling range would not be significantly affected. Torso twisting would gain biability as a tactic.

Not TT rules, but adds an element of 'realism'. Thoughts?

#2 GingerBang

    Dezgra

  • PipPipPipPipPipPip
  • 470 posts
  • LocationThe Airport Hilton

Posted 15 August 2013 - 06:27 PM

View PostNST, on 15 August 2013 - 05:41 PM, said:

If projectile speeds had a random plus or minus 5% velocity added, determined for each shell/blast, some of the convergence issues would go away.

Biggest impact would be on long range shots, where multiple projectiles would have a slightly different arrival time. Brawling range would not be significantly affected. Torso twisting would gain biability as a tactic.

Not TT rules, but adds an element of 'realism'. Thoughts?



Not the best idea, but still far, far, FARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr ​better idea than this "de-sync" thing they are adding for gauss/ppc. It would actually help a lot, while not being ultra boring and static. But then again we all know PGI is 100% incapable of making anything dynamic.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users