The purpose of this thread is two-fold:
1. Make P.G.I. acutely aware of the problem with convergence and pin-point damage; that it is STILL a problem.
2. Offer solutions that may be a catalyst to change the old system.
As per poll prompt here is the "Targeting Computer Loss" proposal for dealing with convergence if you need an extended explanation.
The TL;DR version of T.C.L. is basically this: Convergence will go to crap once the targeting computer overloads. The Targeting Computer overloads if too many weapons are fired at once, forcing pilots to fire their weapons in succession as opposed to firing them all at once. Alpha strikes will still exist, but, the bigger the weapons that are fired more often, the quicker T.C.L. will occur and the more likely you'll put your 'mechs firepower all over the place rather then at a single point.
My proposal is a mechanic that is based on Mechwarrior 3's system, except with much more depth.
I'll start with how this system will effect the various weapon types:
Energy (lasers) - This deviation is significantly lessened for weapons such as lasers, but terrain obstructions will effect crosshair "shake." The faster the pilot moves and the more rough the terrain is, the less able the pilot will be able to put the laser's maximum beam-time on a single location on a 'mech. This would mean shortening beam-times, but only enough to where the beam-time can be balanced with the deviation give by speed and terrain.
Energy (PPCs) - Because the damage of the PPC is front-loaded and not a DoT like lasers are, the PPC will have recoil, but the least amount of recoil of all the weapon types. It's cone of fire and the crosshair will deviate based on it's speed, recoil, and terrain obstruction. In addition to this, the PPC will have a longer cool-down time.
Missiles (LRMs) - Because of the launch systems on LRMs and because of their purpose as an indirect fire weapon, the LRMs won't be affected by this system much except for one aspect: Targeting time. If you move, it will take longer for the Targeting Computer to acquire a lock. Recoil is present for LRMs, but it is minor. Even less then the PPC, in fact.
Missiles (SRMs) - Unlike LRMs, SRMs are contact warheads. They do not (SHOULD NOT) explode "in vacinity" of a target, and explode as soon as it hits the target's armor. At close range, even with minor recoil, and crosshair deviation, SRMs are extremely effective at close range, but will become more adversely effected by the factors that influence cone-of-fire and crosshair deviation as distance with the target is increased.
Missiles (SSRMs) - SSRMs are a short-range combination of LRMs and SRMs. Recoil is minor, they are effected little by cone-of-fire or crosshair deviation, and they have a fast lock-on time when targets are acquired within their effective range. Even when moving at high-speeds. However, this increased lock-on time is only present when a target is being acquired within the missiles effective range. Meaning that the SSRMs will suffer the same decrease in lock-on time as LRMs do when moving.
Ballistics (ACs) - AC's are not only effected by recoil, cone-of-fire, and crosshair deviation from terrain obstruction, but they also have bullet-drop and the cone-of-fire increases for fast-firing ACs if they fire at their full-cyclic RoF. Projectile speeds are increased up to real-world standards to compensate for the increased in difficulty of firing ACs accurately.
Ballistics (Gauss Rifle) - Because of the frictionless, magnetized barrel, and the lack of propellants for it's projectile, the Gauss Rifle does not generate that much heat or recoil (it's recoil is above that of the PPC, but below that of other ACs) and enjoys the benefit of having the highest projectile speed, while suffering no bullet drop-off. However, the Gauss has a long "cool-down" period between shots and can explode if damaged because of the weapon's self-contained power generator for the magnetic coils that fire the projectile (yes, I am aware the Gauss already explodes in game). As implied earlier, the Gauss is strongly effected by crosshair "shake"/deviation from movement, terrain, and recoil.
Jump-jets - Here is where things get interesting. There is significant crosshair "shake" or deviation when a 'mech is going UP when using jumpjets, but there is no "shake" when coming back DOWN. This is wrong. Only 'mechs with "enhanced jumpjets" are capable of jump-sniping because of the stabilizing verniers that are additionally equipped to the jump-jets themselves. Therefore, with this system, unless a 'mech is equipped with enhanced jump-jets (which, at present, there are no 'mechs in the game that are) the crosshair "shake" while jump-jetting will be present while going DOWN in mid-air as well as going up. This will make jump-sniping without enhanced jumpjets virtually impossible and will only make shooting while jumping practical at "knife-fighting" or close ranges.
So that is my proposal. Questions or comments are welcome.
*EDIT*
AS AN ADDENDUM: PLEASE keep the topic on convergence and pin-point damage. The problems such as jump-sniping, ac nerfs, etc... THOSE ARE ALL ADDRESSED by dealing with convergence and pin-point damage! THIS IS NOT A COMPLAINT THREAD and THIS IS NOT A THREAD WHERE AN ANSWER IS AS SIMPLE AS "NERF PLZ."
This is not the thread to address other game elements such as ECM, graphical issues, or other proposed features that fall well outside of the topics of convergence or pin-point damage.
If you have another solution that deals with convergence or pin-point damage, please offer it in a manner that has some critical thinking to it.
Thank you.
Edited by ReXspec, 30 May 2014 - 06:59 PM.