Villz, on 08 September 2013 - 11:20 AM, said:
Never have i encountered a community so adamant in the fact actually hitting what you aim at in a FPS is a bad thing... lol
It's not a bad thing.
The problem is - who gets the most out of this?
The answer is: Boaters, particularly (heavier) ballistic and PPC boaters.
Convergence doesn't help you if you fire a bunch of SRMs and a medium laser. If you fire them together against a non-stationary target, one of the two will miss. That means you must aim and fire seperately. All convergence now does is ensure that each gun hits where you aim, but you aimed for each seperately, so only your own skill ensures that that point is the same the seocnd time as the first time. If you fire two identical weapons at once, you only need skill to aim your weapon once, not to aim it twice in a row (with different lead times, too) at the same spot.
And that's not all. Aiming takes a non-zero amount of time. SInce you aim twice now, you need twice that time. That means more time for the enemy to move, torso twist, shoot back. Less time you cannot spend moving away or torso twisting.
*
Convergence is fine - If you don't have group fire. Group FIre is fine - If you don't have convergence. Convergence and Group Fire would be fine - if all weapons had the same cooldown, projectile speed and behaviour (unless your targeting computer calculates lead and sutff like that), special snowflake mechanics and so on.
The particular nasty bit about convergence+group fire is - it creates a synergy effect. You can't balance synergy effects on a per weapon basis, you would always need some kind of meta rule that tracks how many of a a weapon you use and determine the right penalty for that (and you must also consider the special mechanics of a weapon, the synergy of 4 lasers with a 1 second duration firing is not the same as that of 4 PPCs).
If we didn't have that, we could just look at the weapon itself. "Okay, this one deals 20 damage in one blow, that's an advantage over a weapon that deals only 5 damage over a 1 second duration. So let's make it more expensive in build cost. Balancing on a per weapon basis is good. Balancing on a per build basis is headache in game with countless build possibilities.
Edit:
Regarding armour distribution vs convergence - that's actually not armour distribution vs convergence, but armour distribution vs mouse aim rather than random hit location table. And yeah, it is a known and previously discussed topic. I am not sure I like the internal armour solution so much - do we do it across the board? Then the problem still remains. If we don't do it across the board, then PGi will have to find a way to tweak this.
The easiest way might actually be to leave everything as is, but remove the max armor values per location, or at least loosen them up. TOtal max armor on a mech remains limited, but if you want to spend, say, up to 50 % on your CT, just do it. I suspect that after some time (a long time possibly) I would expect the meta to stabilize a bit - so that you can never be sure whether methodically disarming a mech is better than methodically coring them.
*And that's not all when it comes to boating (but that was all when it comes to convergenc). Only one type of weapon behavior. Same projectile speed, same beam duration, same cooldown, same special snowflake mechanic (lock-on, charge, whatever). Less mental effort required to operate your weapons. Easy Mode. Easy is always better then complicated when you try to fight, complicated means more mistakes, more things your plan can fail on.
Edited by MustrumRidcully, 08 September 2013 - 12:49 PM.