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Why Convergence Of Each And Every Weapon Onboard Is Always Perfect?


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#41 Kiryuin Ragyo

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Posted 02 November 2014 - 01:42 PM

View PostCathy, on 02 November 2014 - 12:30 PM, said:


your font is immature, using large font to try prove a point doesn't impress.

A laser goes precisely where it is aimed, if one isn't aimed in the right place it might as well point at the moon, targeting is what aims the laser, weak targeting computers is or rather should be part of the game, so convergence even on lasers is still valid

I don't even got no will to comment this and explain how optic/telemetric rangefinder works correcting convergence cross point. I would understand the issue if we would talk about firing laser or AC, or LRM/SRM at the range about 40-60 miles to target. But, cause we got max distance around 3 miles even an simple optic-laser rangefinder from some old M60Patton or also old soviet T-62 can do the same job, same accurate showing same results in weapon convegence as it's now in game.

So, actually his thread have no subject and sense. Lock requested.

#42 STEF_

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Posted 02 November 2014 - 01:44 PM

View Postpyrocomp, on 02 November 2014 - 10:05 AM, said:

Why convergence of each and every weapon onboard is always perfect? We have pinpoint damage, we have twin-anything complains, but why should each and every weapon converge to a pixel? Books (some) state that there is limit on the targeting precision, why not to implement this as some random shift in targeting angles? This may in a sence put 'snipers' to some disadvantage (but only to some).

The idea is to add this random shift which is dependent on:
1) gyro class (yep, another thing to buy/change/improve in the mech)
2) weapon recoil (dual gauss or dual AC/20 really should 'upset' it) relative to mech mass and weapon locarion (arms are worse in this sence than torso)
3) time from pevious shot made or lrm shower caught
4) mech speed (standing allowes better aim)

So this can hopefully disallow pinpoint dual-shots across the map and reduce griefs about that. Yet on short or medium distance this wouldn't change much, I don't think this targeting shift should be high.
Such spread will allow the lasers to have much higher firing distances, they will still hit just portions of time thus recreating present day damage vs distance curve but by different mechanics.

Anyway, this is an idea and a change in rules. I don't see where it can break balance, but I may be meissing something. So A question to general community, would it be a good addition to the game or not?

Because PGI and the mass of low elo players like playing easy mode.

Convergence is the very issue of mwo, imo.

(along with "fictional rules" such as magic jesus box, or giving to bap some properties it doesn't have, etc...)

#43 Kiryuin Ragyo

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Posted 02 November 2014 - 01:44 PM

View PostMcgral18, on 02 November 2014 - 12:26 PM, said:


Convergence is fine; is magical instantaneous perfectly pinpoint convergence fine?

Yes it does, just require a bit of brains to understand. :rolleyes:

Edited by Kiryuin Ragyo, 02 November 2014 - 01:45 PM.


#44 Mcgral18

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Posted 02 November 2014 - 01:45 PM

View PostKiryuin Ragyo, on 02 November 2014 - 01:44 PM, said:

Yes it does, just require a bit of brains to understand. :rolleyes:


Of course. :rolleyes:

#45 Kiryuin Ragyo

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Posted 02 November 2014 - 01:49 PM

View PostMcgral18, on 02 November 2014 - 01:45 PM, said:


Of course. :rolleyes:

Just asking to understand your level of convergence determination:
- Did you ever played such MMO called Navyfield Resurrection of Steel Fleet? :rolleyes:

#46 pyrocomp

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Posted 02 November 2014 - 01:51 PM

SuckyJack, this is yet another way around pinpoint alphas, but really fall into the idea 'convergence or no convergence'. The first question was perfect or non-perfect convergence affected by shooting/weapon type.
E.g. you aim at mech center on short range - all weapons fire at CT, at mid range all will again go on CT, on long range this will spread on the CT and STs. With modules/XP spent on long range you still have all to CT, but more time for weapons to converge or fire one-by-one provided each weapon aim recticle (and it's not fixed in time).

#47 Mechwarrior Buddah

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Posted 02 November 2014 - 01:55 PM

Imo because convergence got pitched overboard in early /late CB.

I remember when k-2 gauss rounds used to cross in front or behind the target if you snapped them off too fast and havent seen that since beta

#48 Mcgral18

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Posted 02 November 2014 - 02:05 PM

View PostKiryuin Ragyo, on 02 November 2014 - 01:49 PM, said:

Just asking to understand your level of convergence determination:
- Did you ever played such MMO called Navyfield Resurrection of Steel Fleet? :rolleyes:


Never heard of it; what does it have to do with this topic?

#49 pyrocomp

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Posted 02 November 2014 - 02:27 PM

View PostKiryuin Ragyo, on 02 November 2014 - 01:42 PM, said:

But, cause we got max distance around 3 miles even an simple optic-laser rangefinder from some old M60Patton or also old soviet T-62 can do the same job, same accurate showing same results in weapon convegence as it's now in game.

So, actually his thread have no subject and sense. Lock requested.

Range finder gives you the distance, not the angles (which you get from tables/calculations). And those angles to set you need mechanics which this topic is almost about. Anyway, if we go RL, we will get refraction/scattering/cross-currents in beam and so many other effects that does not make laser anything close to perfect. More to the point, try to play with range-finder over different weather conditions - you'll surprised. From precision shooting I know that optics is less than perfect over sunlit terrain. And agian, it's not RL, it's BT and I'll refrain from real life comparisions or we will have issues with cannons not able to hit 1 km distance.

#50 Mechwarrior Buddah

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Posted 02 November 2014 - 02:34 PM

Also; the WWII airplanes ppl like to compare mechs with with these arguments didnt tend to have computers a thousand years into the future that would adjust the gimbals on the weapons to adjust their engagement range BUUUUUT

They shouldnt be instant either

#51 pyrocomp

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Posted 02 November 2014 - 02:41 PM

View PostMechwarrior Buddah, on 02 November 2014 - 02:34 PM, said:

Also; the WWII airplanes ppl like to compare mechs with with these arguments didnt tend to have computers a thousand years into the future that would adjust the gimbals on the weapons to adjust their engagement range BUUUUUT
They shouldnt be instant either

But that the BT. There is a mind-bending statement that this technology was lost (yep, across many novels). More to it, there was even mention, that you had to manually tweak something in those ACs to make them shoot where intended if you switched to location with different gravity. I don't think I can explain that from present day logic and technology, but keeping in mind that I in my smartphone have more calculative power than NASA had sending man on moon... really, 30-40-50 years back this was a picture one had about computers, their availability and their size. Are you not buffled reading about present day technology in novels written in 60s? Noone predicted we will have this level of computation power.

#52 SweetJackal

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Posted 02 November 2014 - 02:42 PM

View Postpyrocomp, on 02 November 2014 - 01:51 PM, said:

SuckyJack, this is yet another way around pinpoint alphas, but really fall into the idea 'convergence or no convergence'. The first question was perfect or non-perfect convergence affected by shooting/weapon type.
E.g. you aim at mech center on short range - all weapons fire at CT, at mid range all will again go on CT, on long range this will spread on the CT and STs. With modules/XP spent on long range you still have all to CT, but more time for weapons to converge or fire one-by-one provided each weapon aim recticle (and it's not fixed in time).

If you are arguing for a form of CoF then I will deny the idea outright. When you put randomness into play you turn the skill ceiling into means of mitigating that random factor. I've played a good number of games that used CoF on precision weapons or along side pinpoint weapons and the effect is rather horrible.

Assuming there is no technical limitations I still don't like the idea of using weapon offsets that depend on distance between you and your target in the manner you have described. What you have described is setting the game to aim a certain length away from the center of your crosshair that changes based on the range and weapon you are using. Why I disagree is that it is an extremely messy system in terms of programming logic that is trying to mimic what using a static convergence will do while further enabling long range weapons to better function at closer ranges while harming short range weapons at long ranges further. You are changing the firing lines instantly yet forcing the game to not aim where you are aiming in an artificial system.

Changing said firing lines to always be the same and instead use the simple matter that the point of origin for firing on a battlemech currently in game isn't coming from your viewpoint but rather the point where weapons are mounted. Doing this sets it so that short ranged weapons continue to have a tight grouping at short ranges while long range weapons become more unwieldy at short ranges.

This is simple and reliable because the firing line for any torso mounted weapon would be exactly the same every single time you fired it. Every torso mounted weapon would hit perfectly with the crosshair at that weapon's optimum range. It achieves the same result as changing the firing lines to be offset from the crosshair depending on range in a much simpler fashion with fewer instances for bugs to occur or Hit Reg errors to crop up.

By having the majority of the weapon points not have instant convergence we place more emphasis on skills outside of aiming. Learning to aim to adjust for the offset and timing weapons correctly becomes deeper but so does mech building and positioning. We give more value to low slung arms with lower arm actuators as they would still have this instant convergence. We give more differences between variants and chassis we expand the value of hardpoints beyond their height and what can be mounted in them.

Fixing convergence to optimum range values in the side torsos and arms without a lower arm actuator is simple to program, adds far more depth to the gameplay in more than one area and cuts down on pinpoint front loaded alphas either by making positioning required for it, giving intuitive mechanics that will spread damage or having to stagger shots to adjust for the offset for the different locations the weapons are mounted in. Mech profiles become that much more important.


View PostMechwarrior Buddah, on 02 November 2014 - 02:34 PM, said:

Also; the WWII airplanes ppl like to compare mechs with with these arguments didnt tend to have computers a thousand years into the future that would adjust the gimbals on the weapons to adjust their engagement range BUUUUUT

They shouldnt be instant either

View Postpyrocomp, on 02 November 2014 - 02:41 PM, said:

But that the BT. There is a mind-bending statement that this technology was lost (yep, across many novels). More to it, there was even mention, that you had to manually tweak something in those ACs to make them shoot where intended if you switched to location with different gravity. I don't think I can explain that from present day logic and technology, but keeping in mind that I in my smartphone have more calculative power than NASA had sending man on moon... really, 30-40-50 years back this was a picture one had about computers, their availability and their size. Are you not buffled reading about present day technology in novels written in 60s? Noone predicted we will have this level of computation power.

Actually, no. The vast majority of the weapons mounted in a mech are mounted inside the mech. Using gimbals increases the space that must be assigned to that weapon dependent on the degrees the weapon is intended to move as you must account for swing before and after the pivot point. Weapons mounted in gimbals and turrets occupy significantly more space for their size than weapons fixed to the hull.

Battlemechs have arms for a reason.

Edited by SuckyJack, 02 November 2014 - 02:50 PM.


#53 Targetloc

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Posted 02 November 2014 - 02:42 PM

View PostNeoCodex, on 02 November 2014 - 10:15 AM, said:

IIRC Russ stated they do not want an element of RNG to your aiming and leading, which would make the game frustrating and not enjoyable, which I completely agree with. This is something that does not belong in a shooter game.


That's kind of an odd thing to say considering almost every single shooter game made since 1999 includes some kind shot divergence specific to the weapon and your movement.

So if it doesn't belong in these games, why do so many include it?

It has a positive balance effect on making movement and positioning a larger tactical consideration than simple twitch-click skills.

Right now, a large laser and medium laser are equally accurate at 270 meters, which doesn't work with the canon stats on those weapons. A large laser is considerably heavier than a pair of medium lasers because it could lay out far more consistent damage even once you got to a range where the medium lasers could start shooting.

Players are then forced to make tactical decisions on whether they want to stay further away where they're safer from being flanked, but their shots are only accurate enough to hit the enemy mech, or move in closer where they can target specific sections.

Edited by Targetloc, 02 November 2014 - 02:45 PM.


#54 pyrocomp

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Posted 02 November 2014 - 02:59 PM

SuckyJack, jsut to make sure I understand you correctly, do you take in comparision case when stated CoF if large (see CS for an example) or proposed small one. Lets say, on decent mech it will be 1-2 pixels you usally see. I'm not, agian, for 30 degees CoF, but for small one (controlled in a fashion) that only changes things on long range?

I undestand, you don't like offsets, no one likes, but I do not see how it's messy if we change from aim over flat picture with added maps of distances to ray tracing (which is not that messy, we don't have to do it often for whole picture). Maybe I can misjudge something, but this shouldn't be that much of a problem in terms of operations meeded. But hit reg must be accurate for that, yes, I agree,

So, I see your point more or less (and I wenth through that post with pictures you provided), this is another way. If to put off the programming part, from gameplay viewpoint, what the initial idea changes? If there is imperfection, controlled one, on advanced zoom you see recticle for each of your long range wepons (on mid range it already makes no difference, the imperfection is small), what it'll change for a player? For advanced player?

#55 LordKnightFandragon

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Posted 02 November 2014 - 03:02 PM

I always find it funny how the guns you can clearly see bouncing around and yet when we fire the guns go straight and true every time.....

#56 pyrocomp

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Posted 02 November 2014 - 03:06 PM

View PostTargetloc, on 02 November 2014 - 02:42 PM, said:

Players are then forced to make tactical decisions on whether they want to stay further away where they're safer from being flanked, but their shots are only accurate enough to hit the enemy mech, or move in closer where they can target specific sections.

Yep, but this is short and mid range where there will be almost no difference, so this wouldn't be changed.

View PostLordKnightFandragon, on 02 November 2014 - 03:02 PM, said:

I always find it funny how the guns you can clearly see bouncing around and yet when we fire the guns go straight and true every time.....

Well, magic?

#57 Mechwarrior Buddah

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Posted 02 November 2014 - 03:54 PM

View Postpyrocomp, on 02 November 2014 - 02:41 PM, said:

But that the BT. There is a mind-bending statement that this technology was lost (yep, across many novels). More to it, there was even mention, that you had to manually tweak something in those ACs to make them shoot where intended if you switched to location with different gravity. I don't think I can explain that from present day logic and technology, but keeping in mind that I in my smartphone have more calculative power than NASA had sending man on moon... really, 30-40-50 years back this was a picture one had about computers, their availability and their size. Are you not buffled reading about present day technology in novels written in 60s? Noone predicted we will have this level of computation power.


a.) Difference between novel hell between TT and this game are huge

b.) such tweaking would be a HUUUUUGE pain in the ass in a game like this and not fun at all.

But at the same point, as I said, it shouldnt be instant either.

#58 Cyberiad

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Posted 02 November 2014 - 03:55 PM

View PostNeoCodex, on 02 November 2014 - 10:15 AM, said:

IIRC Russ stated they do not want an element of RNG to your aiming and leading, which would make the game frustrating and not enjoyable, which I completely agree with. This is something that does not belong in a shooter game.


We don't need RNG. All we need is for weapons to shoot straight. 3 lasers on an arm should shoot 3 parallel beams instead of converging.

#59 Mechwarrior Buddah

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Posted 02 November 2014 - 04:17 PM

View PostLordKnightFandragon, on 02 November 2014 - 03:02 PM, said:

I always find it funny how the guns you can clearly see bouncing around and yet when we fire the guns go straight and true every time.....


Reminds me of watching a fast driving tank actually

I always have the idea of "how the hell do they HIT anything O.o"

Edited by Mechwarrior Buddah, 02 November 2014 - 04:18 PM.


#60 XphR

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Posted 02 November 2014 - 04:37 PM

View Postpyrocomp, on 02 November 2014 - 03:06 PM, said:

Yep, but this is short and mid range where there will be almost no difference, so this wouldn't be changed.


To the contrary, it is short range that would be the most effected (the minimum range needed to achieve convergence should be looked at for each mech{most are not far enough out currently).





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