Instant Convergence (Instant-Dynamic Convergence)
This is currently what we have in the game. Wherever your cross-hairs land that is the point all weapon fire lines cross.
Legend:
Blue Lines = Instant Convergence Weapons
Purple Lines = Fixed Convergence Weapons
Red Cross-hair = Your Targeting Reticule
Green Circle = Optimum Range
Textured Square = Intervening Terrain

As you can see it doesn't matter where the weapons are mounted, where your target is in relation to your optimum range or anything else, you move the targeting cursor over what you want to hit and click a button. Point and click, the computer does the rest.
Fixed Convergence (Static Convergence)
This is a very simple concept. Weapons don't move from their anchors, fire comes out straight from the barrel. For the examples provided weapons are fixed to converge at their optimum range.
Legend:
Blue Lines = Instant Convergence Weapons
Purple Lines = Fixed Convergence Weapons
Red Cross-hair = Your Targeting Reticule
Green Circle = Optimum Range
Textured Square = Intervening Terrain

For this it is clear that where the weapons are mounted and their optimum range matter far more than where your targeting reticule is pointed. For real world examples you don't need to look past static weapons, gunpods and such that is often mounted to aircraft and why most critical weapons are mounted close to or on center to the aircraft. Setting convergence was important on WWII era fighters as well.
Now I will fully admit that a blanket adoption of Static Convergence doesn't make sense. This is because Mechs have things call arms that in most cases are capable of lateral movement, able to move side to side and aim independent of the torso.
This is why my personal favorite happens to be the following:
Mixed Convergence (Mixing Static and Instant-Dynamic Convergence)
Enjoy more awesome artwork!
Legend:
Blue Lines = Instant Convergence Weapons
Purple Lines = Fixed Convergence Weapons
Red Cross-hair = Your Targeting Reticule
Green Circle = Optimum Range
Textured Square = Intervening Terrain

As you can see this is a mix of the Instant Convergence we are all used to and the Static Convergence talked about earlier on. So why do I like this?
It makes the choices and skills of the player matter more. It achieves the aim of increasing damage spread, reducing the amount of damage a single volley does to one component in a manner that can be mitigated by player skill (the same way that Torso Twisting is using player skill to spread damage and reduce damage to the individual components.) It makes the mech you choose and where the weapons are placed on that mech matter more. It adds additional trade-offs to arms that give up lateral movement to mount heavier weapons. It makes positioning and adjusting for the offset so much more important in the game itself.
It makes long ranged weapons situationally more difficult to use depending on the build. If mounted in a location that has Static Convergence it won't automatically adjust for the shorter distance. It means that the two ERLLs you have mounted in your STs will not pinpoint the same location as the 4MLs you have mounted in your STs when up close. It means that there is more value to having those ERLLs in your arms instead.
It makes CT and Head mounted weapons even more valuable as these weapons are already centered and therefore easier to use
At this point I can gush on and on about it. Gauss Cats and Jagers would need to stagger their shots and offset for the difference between their mountings and optimum range or place themselves at an optimum range band to ensure both slugs hit the same location, Dire Whales would spread damage around more, Joke PPC Builds wouldn't be smashing one location with every shot. It gives more importance to the range and role of your weapons as well as where you mount them.
More so, it is done so in a consistent manner. Because the offset would be consistent you would be able to learn it and adjust for it, increasing depth and raising the skill ceiling. This is the biggest shot against Cone Of Fire as random isn't consistent, can't be adjusted for and limits the skill ceiling.
Discussion is always welcome.





















