Xanquil, on 14 August 2013 - 03:09 PM, said:
That is the thing I don't like how lasers converge either. I don't think any 2 weapons should always hit the same location at the same time. If lasers hit the target than tried to converge that would be better IMHO.
In the end what it comes down to, is what makes for the most compelling Mech vs. Mech gaming experience.
And I think that gets lost on people when having these discussions.
Lets throw out physics and game mechanics for a second.
In my opinion when two mechs meet on the battle field, you should see a mix of weapons and the mechs should be put through a long grueling fight to the death.
When the battle is decided the winning mech should be missing an arm or two and showing it's insides. The losing mech should be in complete tatters. None of this clean shooting through the center torso crap we see now.
That isn't what we have now, not even close.
There are reasons for that.
First one is instant pinpoint convergence. Second is the hardpoint system. The third is a lack of dynamic missions and game types.
It would help a lot of maps were all huge, and all 3 lances dropped in different locations, limiting the amount of blobbing that occurs.
Lyoto Machida, on 14 August 2013 - 03:14 PM, said:
Leave the alpha like you said but limit weapons shooting straight out to torso weapons only.
Or, set convergence to max damage range of the specific weapon in question (ie: torso mounted MLs would auto converge at 270m...arm mounted ones would converge where the reticule is like currently).
Or...allow the player to set the optimum convergence range based on his playstyle. If some guy out there wants his torso mounted MLs to converge at 90m because he facehugs a lot, thats fine. He should just be prepared for his lasers to shoot off in an X pattern beyond 90m.
Or...make convergence an automatic thing based on the distance of the mech that you're targeting. If you're not targeting a mech or shooting at one that you are not currently targeting, the convergence is either the max damage range of the weapon, straight ahead, pre-set range, something...
I'm leary of arms being different because all that does is create a situation where everyone will mount as many PPC's/Gauss Rifles into the arms and we're right back where we started.
As for Or1, that sounds like once again a problem for PGI's coding team/servers.
Or2 is a possibility but I once again would wager it would be limited by PGI's coding. So you might have to set just once or two convergence points and that's it.
Or3 is definitely what they said they couldn't do.