Jump to content

Pgi Has No Reason Not To Fix Convergence


24 replies to this topic

#21 Karl Streiger

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 20,369 posts
  • LocationBlack Dot in a Sea of Blue

Posted 16 August 2013 - 03:35 AM

View PostViktor Drake, on 15 August 2013 - 06:53 PM, said:

Convergence was never the issue. Heat and the implementation of heat is the issues. Most TT value mechs can't manage more than 2 PPCs without massive heat isssues so why should the current heat system allow it.

I agree that convergence isn't an issue when you can not fire two PPCs in the same moment without overheating.

If you ask me before i would have developed any obscure stacking algorithm - i would have a look what i can change with current mechanics.

And it is so obvious that it hurts. Mutliple the heat for each weapon with 1.5- 2.5 (ballistic heavy energy weapons) - increase the dissipation by factor 3. Leave the heat capacity (threshhold) as it is (or make the additional capacity based on the number of sinks)

So with 20-25 heat per shot for each PPC - there is now Mech that can fire 3 in the same moment. But 3 PPC in a time frame of 4-5sec is no problem, because the heatsinks dissipate the waste heat fast enough.

So even the Quad PPC Stalker would hardly be existent. - because firing more as 2 PPCs in the same turn will shutdown your mech. Same goes for ballistics, medium laser and other weapons - you need to hold fire until the heat sinks have dissipated enough of the waste heat.

#22 Monky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,219 posts
  • LocationHypothetical Warrior

Posted 16 August 2013 - 10:30 AM

View PostMrZakalwe, on 16 August 2013 - 12:42 AM, said:

For it to be large enough to break single location convergence at very long ranges it would need to be massive: 100m+ at 500m.

Out of interest with the assumption that the incoming fix to make 2ERPPC+Gauss not work very well as an alpha meaning that the largest common alpha will be 20 damage is there really a problem with my shots going where I aim?


Uhh, you got evidence for that? My guess is no. It would be more likely 30 to 40 meters at long range brackets for long range weapons.

View PostKitane, on 16 August 2013 - 01:11 AM, said:

The pinpoint convergence ceases to exist the moment you have to lead the target and the reticle leaves the target's body.

So the proposed solution would only affect targets with low or zero transverse velocity, arguably those who are doing it "wrong".


Actually, it simply goes out to the horizon. with 15 meter convergence you would actually have a marginally easier time on moving targets since you would have consistent convergence.

#23 Ph30nix

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,444 posts

Posted 16 August 2013 - 10:48 AM

people keep failing to realize a change in convergance would do nothing but screw over faster movers and brawlers.

#24 DamnCatte

    Member

  • PipPipPipPipPip
  • The Bold
  • The Bold
  • 171 posts
  • LocationElsewhere

Posted 16 August 2013 - 12:30 PM

I dont see how changing convergence would harm brawlers; if you are in their face and up close, you're still going to be hammering them with pretty good accuracy, instead of just short range sniping like the current "brawling". As for fast movers, again, altering convergence in such a way like this wouldn't much affect my Jenner at all; I run up, splat someone in the aft end, and run off. I'm not too particular on more than that. That, and you learn to stagger your turning/strafe runs in such a way you can aim effectively while mucking up the enemy's leading aim.

#25 Training Instructor

    Member

  • PipPipPipPipPipPipPipPip
  • 1,218 posts
  • LocationMoscow

Posted 16 August 2013 - 12:33 PM

Sorry, this company picked the wrong gaming engine for their intentions. Massive fail from square one, impossible to reverse without a complete re-engineering.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users