Braggart, on 14 August 2013 - 01:11 PM, said:
you mean back in netmech and mercs where you had to lead your targets by 2-4 mech lengths to hit and had 0 convergence. How about mw3 where the game was you took a shadow cat and 16 small lasers and first one to manage a leg shot beat the opponent? How about mw4, where it was all about maximum damage.
Convergence ruined mw3, and mw4. MW4 was saved by stock mode though, because it allowed mechs to have various roles and play to them. Mechs havent been durable since mw2.
If all you ever did in MW3 was take a Scat laserboat, you really missed out. Lag was bad, a bit worse than MWO before HSR, but MW3 shined in many ways. Zipper Interactive made military simulations for the armed services also and their weapon emulations showed it.
As for MechWarrior 4, it was a free-form Multiplayer that was handed to us. It was left to us, the players to set the rules for it, so to see MW4 shine you had to be in a League that had Maximum Dropweight as a contingency. Then you suddenly saw Battletech style lance formations as players divided up the dropweight max as best they could. And in this MW4 had great balance. Mechs lasted much longer because you could spread incoming damage by turning the mech away as your opponents weapons recharged. 6-8 seconds for large weapons. Convergence was no problem to me in MW4. Protecting your mech's center torso was just part of the challenge.
In MWO weapons recharge too fast to do this. However, if you really want less convergence you should ask for them to increase the time it takes for the two reticles to allign since this was why MWO mechs have two reticles. To make convergence of all weapons a bit of a challenge.