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So Uh, Why Was Convergence Removed Again?

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#1 Jun Watarase

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Posted 11 May 2014 - 05:58 PM

As title?

Edited by Egomane, 11 May 2014 - 10:00 PM.


#2 Lostdragon

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Posted 11 May 2014 - 06:09 PM

View PostJun Watarase, on 11 May 2014 - 05:58 PM, said:

As title?


Someone made a bad decision, I'm guessing?

#3 Eddrick

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Posted 11 May 2014 - 06:35 PM

I heard it was a choice between keeping convergence or inprove hit detection. HSR was the result. It was also mentioned that hit detection would not work right/if at all with convergence.

It's up to you if you believe it or not. I'm just along for the ride.

#4 Chavette

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Posted 11 May 2014 - 07:14 PM

View PostEddrick, on 11 May 2014 - 06:35 PM, said:

I heard it was a choice between keeping convergence or inprove hit detection. HSR was the result. It was also mentioned that hit detection would not work right/if at all with convergence.

It's up to you if you believe it or not. I'm just along for the ride.

That makes zero sense.

#5 FupDup

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Posted 11 May 2014 - 07:15 PM

Convergence wasn't removed. Convergence is what causes your weapons to all hit the same spot.

I think what you should be saying is why delayed convergence was removed.

#6 GreyGriffin

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Posted 11 May 2014 - 10:10 PM

HSR interacted with convergence in a strange way. This is my theory.

Since you're firing at a ghost who's not actually there but you are targeting where they are on your client, the server has to be able to verify that you're actually aiming at a target where you say you are, in order to prevent instant convergence hax.

In other words...



#7 Cirran

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Posted 11 May 2014 - 10:15 PM

OP, you got my hopes up :D

#8 Onmyoudo

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Posted 11 May 2014 - 11:55 PM

Bet the answer is "blah blah Cryengine is awful".

#9 Fooooo

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Posted 12 May 2014 - 03:05 AM

From what I remember, delayed convergance was removed BEFORE HSR ever came to be.

Actually it was a fair while before HSR came in that it was removed.


I think the problem was that for higher ping players the effect was so bad that it made it very hard to hit anything. (I am one of the players who suffered this)

Basically, the effects on screen were not what was actually happening. (think lag shooting but add in delayed convergance as well......)

Add to that the convergance computations on the servers were causing lag problems afaik etc etc....... so instant convergance was the easiest option until they could solve the issue...........eventually I think they just decided its not worth it.....atm anyway....

#10 wanderer

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Posted 12 May 2014 - 03:10 AM

Quite simply, MWO couldn't handle it, and the worse the lag got, the more bad convergence would literally make weapons fire cross-eyed. PPC's and AC's were often garbage as a result, part of the reason that in the old days, lasers were king. Of course, it came with it's own problems- like said PPC/AC's becoming the best focused instead of one of the worst focused damage systems available in the game, which hasn't been amended until the (possible) burst/splash/arc alterations done to Clan weaponry.

#11 Karl Streiger

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Posted 12 May 2014 - 03:22 AM

The not so funny fact is - that PPC and ACs had the ability to deal damage at one location instantly.
So you had a risk and reward when using PPC and AC 5.

I used those weapons simple because of this fact, although I did know it had problems with no chance vs a light.
(you did need lasers for anti light work (and the Centurion AL) before the speed cap did work very well doing that)

#12 Trauglodyte

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Posted 12 May 2014 - 07:00 AM

View PostJun Watarase, on 11 May 2014 - 05:58 PM, said:

As title?


<sigh>

Convergence speed was removed because PGI had to make a decision. They could have either kept convergence speed and told the player base to suck it up and enjoy lag shielding (ie, having to lead your target to hit with a laser) or they could remove convergence entirely and actually allow you to hit things that you should be hitting.

Which would you prefer?

Edited by Trauglodyte, 12 May 2014 - 07:01 AM.






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