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?
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Simple Solution To Ranged Convergence
Started by NST, Aug 15 2013 05:41 PM
1 reply to this topic
#1
Posted 15 August 2013 - 05:41 PM
#2
Posted 15 August 2013 - 06:27 PM
NST, 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?
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.
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