Manual convergence sounds attractive to heavy sim-jockeys and people who make ‘Mechpits (who are awesome people by the way, no sass intended), but it’s the sort of solution that becomes an aggravating, mood-killing hassle for ninety percent of the playerbase.
Even assuming you get to do the scrollwheel thing instead of just saying “My convergence point is 300m; any shot I take anywhere outside of 295-305 meters is going to be wildly inaccurate, but that’s okay because balance!”, it means that a majority of players are basically never going to get off accurate shots again outside of guided missiles. Nobody except the game’s upper-echelon players is going to be able to determine the range they need to converge at, manually set the thing mid-battle, and then get off an accurate shot in anything much less than three seconds, and if you can’t fire an accurate shot in much less than three seconds – not to mention only
one such shot in those three seconds, since two or three steps by either ‘Mech is going to change the range to target enough to get back into Wildly Inaccurate – a lot of players are going to end up default to guided missiles because it’s the only thing that still
works.
Yes yes
yes, I KNOW – “Git Gud, Son.” Some people would have no trouble whatsoever manually resetting their convergence with the same instinctive speed and certain they already aim with and would suffer no penalty whatsoever to their fighting with a manual convergence system. Some people can also build a model airplane kit while playing chess balancing on a see-saw during the middle of a driving thunderstorm. It’s already hard enough for many players simply to keep track of the game’s dual-reticle system as it is – do we really want to add the idea of forcing players to keep track of not only both reticles and their ‘Mech’s own movement, but a dynamic range adjustor they have to get
exactly right or miss every shot they fire?
I’m much in favor of a simpler system like Koniving’s 1
st-person reticle bob. It’s simple, intuitive, and unlike the dynamic manual convergence nonsense with the scrollwheel, a new player looking at what their reticle’s doing will immediately understand it – the reticle’s following the ‘Mech’s own movements. Learning to compensate for it becomes a way of
actually mastering the particular ‘Mech in question – maybe you’re a really slick shot in that Dragon, and can compensate for its particular reticle sway like a champ, eh?
Simple, intuitive, and easy to understand. We have enough barriers in the way of new blood in this game as it is.
Edited by 1453 R, 28 July 2014 - 03:22 PM.