Sandpit, on 04 August 2014 - 06:44 PM, said:
it's nothing more than slowing down the reticle of a weapon. That's it. wherever it happens to be aimed is where the shot goes just like it does now. The reticle itself just moves slower for certain weapons
I guess I don't understand how that type of a convergence mechanic will solve the problem, then ... in the case of a 2xPPC, 2x Gauss Dire Wolf, for example, if all the weapons are mounted in the arms, how does that solve anything? If you're in any 'mech and have arm lock on, how does that solve the problem?
As I understood the recommended solutions, it was adding separation between the impact point for various weapons either based on:
- a "reticule bloom" / cone of fire solution (i.e.: if you're moving, jumping, etc. your accuracy decreases), or
- as you're aiming at different ranges it takes a bit of time for your weapons systems to compensate, and as you hold the reticule at a certain range, it takes a bit of time for the aimpoint to "converge".
While the cone of fire solution seems like it would be easy to implement,
actual convergence seems like it would mean many more hit-registration calculations for each volley fired. (Edit: NM - this is BS.)
I'm not a programmer (at least not in 20 years), and I'm certainly not a developer ... I'm just trying to understand what is being proposed as the solution and the potential problems for those of us who have 200+ ping.
Edit: now, if you're just talking about slowing down arm movement rates and torso twist/pitch rates, as long as an assault can still (mostly) defend himself against a close range light, I'm OK with that.
Edited by Kageru Ikazuchi, 04 August 2014 - 07:42 PM.