Lightfoot, on 22 January 2015 - 09:22 AM, said:
For boating identical weapons they added Ghost Heat as a blocker and it does. For mixed weapons there is no Convergence if you move laterally. This is a Skill called Mech Piloting.
So for players who just sit/peek and shoot, or charge opponents straight on, all incoming damage hits accurately and they are destroyed. Whereas players who move laterally dodge 50-70 percent of incoming damage converging into the same section. Different travel times spread the damage across several sections or cause it to miss. Lateral movement also forces your opponent to aim and they miss quite often.
And it's a Skill you learn because it takes practice and you improve. At first moving laterally is awkward and makes it hard to aim. And it does not come naturally or even occur to many players that they need to do this to avoid Convergence and alpha-strikes. With practice moving laterally to dodge Convergence becomes second nature and your first response to an attack. Then you find you can win a lot of duels when the odds were against you just because you did this better than your opponent. It is at the core of correct defensive mech piloting. Mech Piloting Skill is the countering skill to Convergence.
So if you added something to remove or block Convergence rather than requiring players to learn to pilot their mechs to dodge it, you would remove the greatest Simulation aspect of MWO and turn it into an arcade shooter with robots. A game where all anyone has to do is park on a hill and twitch their finger the fastest.
I guess I never though about it that way having played most of the mechwarrior titles. It seems obvious that you would use "strafe" to effectively make yourself harder to hit. Its not so much a matter of skill as a matter of necessity. However, with the current low TTK compared to other mech titles this "skill" is severely limited in effectiveness. I do not believe it is relevant to what my points are on convergence, for these reasons:
1. Moving laterally or not, I can easily hit you with my alpha strike
because of instant pinpoint convergence. Unless your a 150kph light which is a different story all together.
2. "A game where all anyone has to do is park on a hill and twitch their finger the fastest." I believe that is actually closer to what we have than your assertion that you can "move laterally dodge 50-70 percent of incoming damage converging into the same section" many good players can put 50-70% of damage on a particular component as you move laterally
because of instant pinpoint convergence.
I would love to play the game you describe, I just don't see it here.
I think you are assuming that I want do away with convergence, I do not. I do endorse the idea of adding some tweaks that make the game where you can dodge 50-70% of incoming damage by good tactical movement, increasing TTK and making the game less "where all anyone has to do is park on a hill and twitch their finger the fastest." This is not removing convergence all together or even reducing it by half, just adding some realistic dynamics that make it so actually hitting somebody at 1000m with all your weapons is a skill rather than a given.
In fact you could (and my preference) leave convergence as is and just make the mechs reticule react to mech movement, enemy fire and recoil. This would accomplish the same thing while still allowing for perfect convergence at times..further increasing the the skill cap while still allowing for the game to be easily learned by new players. Almost every modern shooter I can think of has some sort of reticule bloom or movement and it does its job well.