As for the arm mounted weapons, for articulated arms, no change is needed, perhaps the o could start expanded and contract as the convergence calculates to target. For unarticulated arm weapons, replace the o with a moving > < which indicates your range to perfect convergence. So at your weapons optimal range they would appear as >< … the only mech I can think of, off the top of my head that should need any more reticules is the Victor, which, on two variants, should not be able to move its right arm left and right.
This has been needed since closed beta, and we have had a string of band aid nerfs aimed at specific mech chassis and load-outs thrown into the mix for the last two years that have never really got to route of the problem and always ended up nerfing things that were never intended to be nerfed. Starting with the Gauss Rifle fragility to counter the Gauss Cat, then Ghost Heat to counter boating, such as the 2xAC20 Jagger, then Gauss Rifle charge to counter Gauss+PPC combo, then the hill climb nerf to counter hill-humping, high mounted unarticulated weapon mounts, then the Jump-Jet shake and range decreases/ammo decreases/damage decreases on ballistic weapons. Its a massive list, but not exhaustive, I'm sure I have missed some. But every single time it was to nerf a specific build/combination that would not have been possible/overpowered without convergence on unarticulated hard-points.
And finally, my favourite reason to remove convergence on unarticulated hard-points. The critical tax! Currently, the mechs that should be able to pinpoint with their arms (mostly the humanoid designs) are paying between 2 and 4 critical tax to be able to shoot into the mountainside in front of them more effectively! Bring this in, and it rebalances all the low slung weapon mounts by allowing them to pinpoint at any range, so they become slight less of a liability.
Edited by Boris The Spider, 27 June 2014 - 08:33 AM.





















