Cimarb, on 05 December 2013 - 01:26 PM, said:
I'm not about to agree that cone of fire will "kill this game" or any such silly statement, but I don't think convergence fixes the real issue, so it would not improve anything significantly. The issue is not being able to point accurately and hit something - that is called skill. The issue is being able to pull the trigger and have 20 points of damage in one spot at one time. Alpha-firing exacerbates the issue, yes, but it is not the root issue, so it's just a bandaid like ghost heat is.
For instance, four ERLLs (40 damage) are only a threat to the target if you are standing still. Torso twist or move and that damage is distributed around your mech, no matter how skilled the shooter is. Two AC20s (also 40 damage), though, will do all of their damage to one spot at one time regardless of how much you move or twist, though the shooters skill will determine where that damage is placed. Convergence will space that damage out, but ONLY if they are fired in an alpha - firing them one at a time will avoid the convergence (just like it avoids ghost heat), but the damage to a single spot will remain the same.
One thing to consider, however...
Convergence makes the problem worse, because it adds synergy to boating builds.
If you know pinpoint precision is an advantage, you can, with some analysis, probably figure out how much that is worth and adjust the weapon statistics accordingly (lowering damage, lowering rate of fire, increase heat, lower ammo/ton, whatever floats your boat.)
But you can do this only on a per weapon basis. The pinpoint precision of a converged AC/20 can be accounted for, but the pnipoint precision of 2 AC/20? What do you do for that? Make two AC/20 fire more slowly, consume more ammo, or produce more heat than one AC/20? That's obviously silly*. The table top could get away with this (look at what it costs you to run 1 AC/20 vs what it costs you to run 4 Medium Lasers - same damage output, but the MLs are considerably lighter, even if take into account the heat sinks and ammo required to run each weapon effectively) because there was no convergence - every weapon fired seperately with its own to-hit and hit-location roll.
So I think forced chain-fire could work as a balancing tool. It's just not popular (except with me). People like their giant instantenous firing alpha strikes.
If I can't have forced chain-fire for pinpoint weapons, then I have to agree, turning pinpoint weapons into non-pinpoint weapons and instead burst fire weapons and beam weapons would work.
I could also see this as an interesting opportunity to make more changes that might be received more positively.
The different SRMs and LRM variants share their ammo in MW:O. They don't normally in TT. If we change auto-cannons into burst fire weapons, we could als ensure that they have some compatible ammo.
For example, they could all use 1 damage projectiles, with each weapon firing their "number" in projectiles per burst. You'd still have the freedom to determine how long each weapons burst lasts (do all last 0.5 seconds? Do we say 0.1 seconds per projectile, so an AC/20 would fire a far longer burst than an AC/2=), and what cooldowns you use, so you're not limitnig yourself in balancing the weapons against each other. And there is more synergy between mixing different Auto-Cannons, you don't have to build boats (how many people do you see that build an AC/10 + AC/20 hybrid?)
Though I would have two different damage projectiles. I'd have AC/2 and AC/10 use compatible ammo, and AC/5 and AC/20 use compatible ammo. I'd have these pairs also use the same projectile speed. The result is that there is some synergy between using non-specialized builds - AC/5 and AC/2 being long range weapons and AC/10 and AC/20 being more short range weapons.
*
(But not silly enough for PGI to try with ghost heat! And then go even further and misapply it to weapons that don't even deal pinpoint damage).
Edited by MustrumRidcully, 06 December 2013 - 02:39 AM.