I would have to ask that people please stop blaming convergence for all their problems in this game. Here is why.
Convergence is both your best friend and your worst enemy, everyone is affected by it, for better or for worse. The reason TT had no convergence initially, was because of how it was played. Chose weapon to fire, roll the dice for hit or miss, factor modifiers; then roll the dice again to figure out where it was hit at.
This is where many will say that TT had a faux Cone of Fire effect, which is kind of true until targeting computers came out with clans. That is where that theory gets blown out of the water. With a TC you called the weapon, then location, and rolled a hit or miss roll.
The real wonder of TT was that even an all energy build could be heat neutral; while I do not advocate heat neutrality in MW:O for anything, it points out our real culprit. The Heat scale, it caps around 100 - 120 before shutdown, the old TT heat scale capped around 30 I think. So that allows for 3 or more pinpoint alphas before shut down. So what we need is a more hybrid system with a cap around 50 with much better heat dissipation per second. Then even a mech like the AWS-9M can Alpha once, than switch to chainfire to continue firing in a prolonged engagement.
In lore the only time a pilot would alpha was when he was so hard pressed that there was no other choice; because of the current heat system, we now play Alpha Warrior: Online. Alpha-alpha-alpha then run away, waiting to cool off so you can do it again; unless of course, your on an all ballistic platform. So people say if you increase cooling they benefit as well. True, but you can tame them by altering their rate of fire, you can also increase the heat just a bit.
I just dislike all the rage against convergence I see popping up in most threads. If we were to take convergence out all matches they would boil down to up close slug fest, where the winner is determined by which mech can slap out the most damage the fastest. Match time would need to be increased because of general inaccuracy, causing C-bill earnings to drop. Light mechs would end up either being totally overpowered or totally gimped and useless. That isn't skill, that's not tactical, that's just herp-derp trigger pulling.
However, a parallax effect, could be and should be a factor in this game. Parallax is the difference in angle between the targeting reticule location and the weapons muzzle location, this causes the weapon to suffer inaccuracy's at certain ranges. Parallax also affects weapons fire when firing weapons from several locations, causing the fire to be spread out at closer ranges converging at a certain point, and spreading out again beyond that point.
Now, according to lore even torso mounted weapons are mounted in pods that allow them to swivel about a bit in the chassis, my suggestion is base the amount and speed of movement on the size of the weapon. Smaller weapons will pivot faster and farther than heavy weapons. This makes timing, lead, and firing discipline very important; while still keeping convergence as a useful skill to be mastered, not exploited, in game.
Edited by krolmir, 01 December 2013 - 09:08 AM.