MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
Just because you don't like some of the possible "counters" to removing convergence doesn't mean convergence isn't the problem. It just means you haven't seen a good way to deal with it that you would actually appreciate.
I don't know if I can offer you one.
But first, why is it it a balance problem?
Firing 2 PPCs together is better than firing 2 PPCs seperately. If you had to choose between chain-firing a PPC and group-firing them, with convergence, the choice goes to group-firing unless something else is stopping you. Group-Firing means you deal all damage to one spot, chain-firing vastly increases the chances of one of the two shots hitting a different spot than the other, and it also forces you to spend more time on aiming and facing the enemy, meaning less time you can spend in cover or twisting your torso away from your enemy.
MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
However, 2 LLs firing together might be better than chain-firing them (especially if you must wait the full beam duration), but it's not as good as 2 PPCs, because you need to hold both LLs on target for a full second, and this isn't so easy. Your precision compared to a PPC would suffer.
Firing 2 SRM6s together is even "worse", since you spread all over the enemy anyway.
But even if you get no precision advantage at all, the advantage of only aiming once, and spending less time directly looking at your enemy, is still there.
Now there are many solutions people.
This is one of my arguments against most of the solutions- any system that requires you to stare at people constantly to fire anything but a very small weapons loadout with any effect would kill the defensive manouvering side of things.
Convergence would also be less of an issue if projectile speeds were lower so that a hit was less certain at longer ranges (I don't know about you but against Spiders/Jenners I tend to chain fire my PPCs right now to give myself the best chance I can to land at least one or two shots on target)
MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
No Convergence At All
No convergence at all would not introduce randomness. The weapons fire a straight line, the only thing is that each weapon needs a seperate crosshair (or you need to learn how far off your weapon is from the cross-hair) and an alpha strike will not have all weapons hit the same spot.
You would be forced to chain-fire if you want at least a chance of hitting all the same spot.
Would be cool and an excellent solution if the maps were flatter but would have the secondary effect that mech profile would become super important (even more so than now) so would require resizing of many of the mechs.
MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
Cone of Fire
Cone of Fire when group-firing forces a choice between alpha striking for lessened precision (each individual weapon fired would be treated like a traditional shooter might treat each individual bulle tfired in an automatic weapon), or chain-firing (each weapon is fired alone and converges perfectly).
Forces the staring contest again and those are bad.
MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
Removing/Changing Group-Fire
Removing group-fire gives you no choice - you must chain-fire. Large damage weapons obviously have an advantage over small damage weapons, but consider this: The AC/20 weighs 14 tons + ammo and sinks to deal 20 damage, 4 MLs deal the same damage for 4 tons plus heat sinks (I know that the amount of sinks needed will be different) - such an advantage might actually be fair, because weapon stats were actually designed for a game system where high single-shot damage was very valuable and damage per shot and weight did deliberately not scale linearly.
Convergence is now not a problem, because the only thing converging is one weapon and your cross hair, not multiple weapons and one crosshair.
This would be interesting to see it tested but as you said below it would require a big change to weapon recycle times (they would need to be longer) and that would dramatically change the dynamics of movement in combat (unless you reduced target resilence to compensate but then you might hit the 'lights mechs get 1 shotted by AC20s' issue again).
MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
"Forced chain-fire" will probably not be practical if every weapon must follow a 0.5 second delay - You could not possibly utilize more than 4 medium lasers in such a system, which would be dumb. It could be done with weapon specific chain-fire delays - an AC/20 or Guass might have a 0.5 second delay, but an AC/2 or Medium Laser might only have a 0.05 second delay. It forces you to spend more time facing the enemy, and gives you more "chance for error" on targeting.
Agree.
MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
If you're really married to the interpretation that a table top alpha strike (all weapons fire in one 10 second turn) must mean in real time that all weapons fir einstantly, you could leave the full alpha strike in the game, but remove convergence for such shots, and make it a limited ability (useable once in 10 seconds).
MustrumRidcully, on 14 August 2013 - 01:40 AM, said:
I prefer the remove/change group-fire solution.
It can also allow slowing down recycle rates, because once you are forced to fire each weapon seperately, waiting 5-8 seconds for a specific weapon to recycle isn't a big deal - you are busy firing probably at least 3 other weapons in that time frame, which will give you similar "wait times" as we have now.
My issue with most of these (and other suggestions) is that they require you to stare at the other guy constantly to apply damage and that means if the other guy wants to fire back you will core him even more easily that current implementations as he can't really twist defensively or really use any of the current defensive measures.
I'd say shots still need to be accessible but harder to land on target (mechanically harder rather than random chance- I hate RNGs).