Mawai, on 03 October 2014 - 09:10 AM, said:
It would be nice. I actually think this was their original plan or why else include an elite tier skill that affects convergence. However, I think there was a technical issue related to server side load, HSR, hacking, or similar that makes timed convergence difficult to implement. It may have to do with server authoritative requirements.
Consider the extra work required for the server to track the convergence of every weapon on every mech on the map at every moment in the game. So what happens if convergence is client side?
At the moment the client probably just sends the aim point along with the fire command. An aimbot hack can only affect the point of aim passed to the server ... however, if you used client side convergence then the hack could also indicate that the weapons are always perfectly converged. Aimbots may not work that well due to HSR and lag ... but if they also guaranteed full convergence I could see this type of abuse escalating.
Anyway, I would like to see an explanation sometime from PGI about convergence and alternatives (since I haven't seen one) ... but I can understand why it might be difficult to do even though it would appear to address some current game issues.
Which is why you simply don't have torso weapons or arms without lower actuators converge. You don't do slow convergence, you simply let those weapons fire straight ahead without convergence and let the arms with lower actuators(most of which suffer from being low slung) converge.
Then you mark off the reticles with the fixed firing points of the non-converging weapons so that people can use that to adjust their aim. They would have to fire them in sequence to put them all on the same spot or they could "alpha" or group fire and then they would hit all over the enemy mech.