Remove Weapon Convergence
#21
Posted 26 June 2014 - 02:39 PM
#23
Posted 26 June 2014 - 02:42 PM
Joseph Mallan, on 26 June 2014 - 02:06 PM, said:
You're a Johnny.
Davers, on 26 June 2014 - 02:40 PM, said:
Then PGI should have weekly tournaments so the Spikes have something to do besides terrorize the general population.
Edited by Sug, 26 June 2014 - 02:43 PM.
#24
Posted 26 June 2014 - 02:45 PM
Starbound, on 26 June 2014 - 12:40 PM, said:
IMMERSION LEVEL CLIMAXING!!!!!!!!!!!!!!!! I WANT THIS!
Imagine relaying distance to your lance mates before they round the corner to fire at an atlas 1000M away. Atlas 1 click around the hill. That would be badass.
Edited by DONTOR, 26 June 2014 - 02:51 PM.
#25
Posted 26 June 2014 - 02:50 PM
#26
Posted 26 June 2014 - 02:51 PM
Edited by Green Mamba, 26 June 2014 - 02:51 PM.
#27
Posted 26 June 2014 - 02:52 PM
KAT Ayanami, on 26 June 2014 - 01:41 PM, said:
Yeah, because he obviously hasn't been paying attention when this stuff has been suggested over...and over...and over again.
Edited by Sean von Steinike, 26 June 2014 - 02:52 PM.
#28
Posted 26 June 2014 - 02:53 PM
And yes, it would make the meta players even more deadly, much more so.
#30
Posted 26 June 2014 - 04:24 PM
badaa, on 26 June 2014 - 02:39 PM, said:
You mean, the one where they try to aim precisely at moving opponents while simultaneously managing 2 different weapons groups, the JJ shake, the gauss charge, their weapons lock, while also looking at the enemy paper doll and the tactical map?
Also, currently, as it stands, if you are moving laterally against an open background, there is ZERO convergence when the meta poptarts shoot at you. ZERO. This is because:
A: Their ballistics and PPCs move at different speeds
B: They have to LEAD you to hit. Thus, weapons converge at the terrain behind their reticule, not your mech. If you are moving against the sky as the background, their weapons are at infinite convergence.
C: Even if you are standing still, many times the convergence does not work correctly. You can see this directly if you try to snipe at someone through advanced zoom and then study the enemy's paper doll as your weapons hit. Even for someone standing sill, your shots often hit in non-adjacent components.
The only time when you get nailed by converged shots from a poptart is if you are standing perfectly still at medium to close range. In that case, I'd argue that maybe you deserve to get nailed. Further more, if they are that close, you should be torso twisting and advance on them to exploit your better DPS (if you've optimized your mech at all).
The only people who really benefit from instantaneous convergence right now are the laser users. Since those guys already suffer so much in the current meta, I'd argue that they deserve this reprieve.
Now, again, I'd love manual convergence. Give us that and start seeing components fly off maneuvering mechs at 800 m.
Edited by JigglyMoobs, 26 June 2014 - 04:35 PM.
#31
Posted 26 June 2014 - 05:07 PM
To be honest with that you will probably need to simply close off EU and AU players that are not a a stellar connection.
But sure... should they find some time to fiddle with it i am willing to try it out on the PTS... I just don´t give it all that much chance.
#32
Posted 26 June 2014 - 05:22 PM
AlexEss, on 26 June 2014 - 05:07 PM, said:
To be honest with that you will probably need to simply close off EU and AU players that are not a a stellar connection.
But sure... should they find some time to fiddle with it i am willing to try it out on the PTS... I just don´t give it all that much chance.
Manual convergence will make it better for you too. Part of the reason why HSR is an issue for you is that the automatic convergence is incorrect.
#33
Posted 26 June 2014 - 05:43 PM
JigglyMoobs, on 26 June 2014 - 04:24 PM, said:
You mean, the one where they try to aim precisely at moving opponents while simultaneously managing 2 different weapons groups, the JJ shake, the gauss charge, their weapons lock, while also looking at the enemy paper doll and the tactical map?
In fairness, the FLD meta doesn't necessitate JJs or gauss rifles, and those of those things need to be managed by everyone regardless of their weapons loadout. Jump snipers tend to get most of the flack, but front loaded pin point damage in general has issues, I think.
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A: Their ballistics and PPCs move at different speeds
B: They have to LEAD you to hit. Thus, weapons converge at the terrain behind their reticule, not your mech. If you are moving against the sky as the background, their weapons are at infinite convergence.
C: Even if you are standing still, many times the convergence does not work correctly. You can see this directly if you try to snipe at someone through advanced zoom and then study the enemy's paper doll as your weapons hit. Even for someone standing sill, your shots often hit in non-adjacent components.
A is a good point, and I can't comment on C as I frankly don't care enough to test. B is half right, in that if you *aren't* moving against the sky as a background, then depending on the position of the person firing at you, the error in the convergence can be pretty negligible.
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This strategy would be a lot more effective in pug play if there were better coms. It's easier to get a team to stay together behind a hill than it is to get them to charge, and if you charge alone, better DPS won't make up for the fact that you're the target of half their team.
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tl;dr - The issues affecting the current meta are certainly nuanced, and a skilled player can often overcome a less skilled player independent of their respective loadouts, but that doesn't mean there isn't a problem to be fixed, and messing with convergence seems like a reasonable thing to try.
#35
Posted 26 June 2014 - 06:07 PM
Fitzbattleaxe, on 26 June 2014 - 05:43 PM, said:
I think B is almost always right if you are in a light. I don't remember the last time I was able to hit a light with both my gauss and ppcs at the same time at long range. For heavier mechs, I do get useful improvements in convergence shooting from an elevated position.
Then again, I have only been mounting my weapons on the same side in the DS style since I got my T-wolf a few days ago, so maybe that's different for the "proper" meta layout.
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On the other hand, you don't have to expose yourself to any fire in the LRM boat, so I think that's only fair. Also, currently, the situation is that if you screw up vs lrms, every one with lrms on the other team opens up on you, and you are completely screwed if you are not careful.
In the average PUG game, you don't have as many meta players who can punish you in the same manner. IMO, it's kind of a wash overall.
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I think this is the KEY ISSUE. People are focusing too much on "pin point" or "meta" when the real thing holding them back is the inability to communicate effectively with the rest of the team.
Most of the time, what they perceive as weapons/loadout advantages are actually teamwork/tactics advantages employed by people who tend to have meta loadouts. If there was some easy and very recognizable non-verbal signaling system for PUGs, then team cohesion would ameliorate a lot of their pain.
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I've been trying a laser boat T-wolf for a couple of days. It's very tough right now.
A. The amount of time you already have to expose yourself and not torso twist is already very punishing.
B. If you are at 75 ping and above like me, you are not hitting where you think you are hitting and not doing full damage unless both you yourself and your opponent stand perfectly still. So your weapons are not nearly as effective as their stats even if you have perfect aim.
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Why not have a toggle? Like I said, I think what many people don't realize is that they are not being subjected to full convergence, at all. Right now, the convergence situation actually favors the causal players except in very specific situations. I don't think adding manual convergence would fix the "omg I just got a torso crit by a poptart" type situations, but it would add an extra layer of skill for people who want that.
#37
Posted 26 June 2014 - 06:15 PM
What they don't realize, though, is that's not going to happen. This game will never attract big crowds, because it was originally a sim, and they're trying to make it less of a sim. They can't win on both crowds, and they're not going to win with e-sports, but they're also not going to make enough money if they focus on just as BT fans.
The situation can feel very depressing sometimes. The fact that a single guy created a much, much better 'simulation' of BattleTech in BLENDER means that it's not because they can't, it's because they won't, create the MechWarrior experience this should be.
#39
Posted 26 June 2014 - 06:25 PM
#40
Posted 26 June 2014 - 07:05 PM
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