Says who? I've never read that rule.
No, you're completely misstating the REALITY of 'alpha strikes' and TT play. In TT play we had this extremely effective mechanism for limiting how often alpha strikes were used, PRIMARILY, the Heat Affects Table:
THIS is what is actually missing from the game. In TT if you fired your alpha strike OVER and OVER and OVER again with no delays for cooling, you had all sorts of negative stuff happen to you and your 'mech WELL BEFORE shutting down.
As it is now, PGI has left this key balance factor out. So that results in a game where people can fire high heat alpha strikes to their hearts content, riding that 99% heat with ZERO ill affects.
THAT is what needs to change, and in that, can be things like as you heat up your weapon aim deconverges.
I, not for one f'ing minute believe the lie that PGI is reported to have stated that they can't do on the fly convergence adjustments. The game is CONSTANTLY doing that already when you switch from targets of differing distance. So there IS a mechanism in place, it's a matter of having the gumption to utilize it fully.
No this hurts your 'standard' builds as well. Builds that by default have more than X-penalized-number of any weapon system. That stacking heat penalty was among the f'ng dumbest things PGI has ever done to this game.
Your experience in this game does not match mine. What happens is yeah, early on there's a little bit of juggling as people try and figure out what the new min/max level is, once that's figured out, they start cookie cutting them again.
Why? Again, it's not just the build, how 'pin pointy' the fire is, but how often and how quickly you are able fire that high damage alpha.
Raise the risk of firing that over and over again, FOR ALL 'MECHS, and across the board, not just on the cheese builds, not just on boats, BUT EVERY conceivable build. TT did that, again, through the use of that heat affects table listed above, and AGAIN, that table was part of EVERY SINGLE RECORD SHEET EVER PRINTED, REGARDLESS.OF.HOW.THE.MECH.WAS.BUILT!
Let's stop fooling ourselves and getting distracted by symptoms but go after the REAL cause.
BS. It's more than possible it happens now. Switch quickly from a target far away to one that's close and watch your weapons fire go to either side of the target because convergence hasn't yet updated to reflect the new target. That's in-game repeatable. Even PGI stated that there is in fact a slight delay in convergence updating when switching to different ranged targets as an answer to, "How come my lasers keep going to either side, or cross in front of a target", way back in closed beta.
The ability to affect convergence is there, it's only a matter of utilizing it.
This portion of what you've stated is probably unfortunately true, but not because it can't be done, but because I don't think the group of programmers responsible for this area of MWO are creative enough to figure it out.
All it requires is to change the range reading +/- a certain percentage and you've affected convergence. Utilize two variables for range "REAL", which is the ACTUAL distance, and "MEASURED" which is another variable that can is used for weapons convergence calculations. If you have aimed long enough at the target "REAL" and "MEASURED" will be the same, and you have pin-point accuracy. However, if you quickly switch targets, "MEASURED" takes time to update, and the range used for convergence will be somewhere between "REAL" and "MEASURED" affecting convergence. With a heat affects table in place, at certain heat levels you can randomly affect "MEASURED" by 20% to 50%, so that a player running hot fires at a target, subtract 50% of "MEASURED" range from target and watch the weapons converge WELL IN FRONT of the target, and the opposite happens when adding 50%, they'll converge BEHIND the target.
Likewise with a heat affects table at certain heat levels, you could randomly have weapons just NOT FIRE, ALSO by default affecting 'convergence'...
C'mon PGI, get creative, these 'sofa king we tarred it' band-**** you keep slapping on are getting really, really BAD.