They *can* code non-instant convergence.. but here is the problem: (As I understand it from CBT)
Game is server authoritative in everything to reduce hacking. (Everything you do, the server authorizes, from moving, to aiming, to shooting.)
The calculations of constantly making minor adjustments to convergence rate provided too much for the server.
What we had:
Every time your crosshair changed range (essentially every time you move it) a new convergence point is created.
From that point weapon convergence would move (at a fixed rate, increased by the convergence efficiency) from the previous crosshair range, to the new one.
This convergence would be calculated for every single possible point of convergence between the old range, and the new range.
Essentially meaning: Every time you move, anything, the server would be doing countless calculations on your convergence: not just where your range was, and is now, but every range between the two.
This x 16 people at the time x every game on the server.
This caused 2 big problems:
1: Bad server lag issues. (Rubber banding, teleporting, and such)
2: Weapons never quite converging regardless of how long they were on target, for whatever reason. (PPCs were particularly notorious.)
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So they moved to: Where ever your range is, is where your convergence is. A tiny fraction of the calculations and server load.
This is my understanding of the devs' explanation for removing trained convergence back in CBT. (If a Dev would like to poke through with a more thorough/accurate explanation, that would be great.)
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Adding for this thread:
What are you going to propose that achieves a convergence calculation without eating servers alive? (And no, "Targeting" will not work. ECM)
No other game that I know of has a convergence setup, it is either pinpoint, or standard CoF. (And pinpoint is usually done as a constant, or achieved briefly by a hold breath type mechanic such as newer games' snipers.)
This is because most games do not have:
More than 2 weapons to be concerned with.
A range consideration on their weapons.
Different sized targets moving at different speeds. (An FPS equivalent of a light mech.)
[EDIT] Oh, and individual armor amounts with the ability to be killed while still having full armor on all but one spot.
They can simply do a standard CoF for each weapon that increases a standard way while moving, decreases a standard way while aiming, or increases in a standard way with successive automatic fire.
The only way I can see a cone of fire being implemented, is with Autocannons, and making them all burst (like clans).
This will of course ensure that PPC and Gauss reign supreme with no contest.
So what do you do with a weapon system that is hyper accurate at long range? The same they other shooter games do with their long-range hyper accurate weapons (Sniper and Marksman Rifles): You slow down their rate of fire relative to other weapons.
I have not played a game with a fully automatic sniper or marksman rifle. (Though someone else mentioned something like that in BF:BC- and it being completely overpowered.) I do not see why we need long range accurate weapons with the same RoF as short range weapons.
Edited by Livewyr, 18 July 2014 - 08:53 AM.