Tahawus, on 25 October 2015 - 10:32 AM, said:
The steep reduction in laser damage beyond optimal range when not target locked seems to have been qualitatively similar, while avoiding the need for PGI to tinker with convergence code.
PGI wouldn't have needed to muck with convergence code. The only requirement to making this suggestion work would be to change the point of convergence from 'the first object interrupting reticule line' to '2000m unless a target's locked then converge at range to target'. More ideally it would be something like 'converge at t-N meters behind target' but. . . baby steps.
Tahawus, on 25 October 2015 - 10:32 AM, said:
Is this mechanic similar enough that we could be content with it being implemented in the live version? (Rhetorical question...)
No, because it doesn't actually do anything for ballistics, and it's pretty bad for lasers too. Let's take the Hunchback 4P someone mentioned earlier.
Test server scenario: You fire without a lock, point blank at a shutdown or immobile target and every laser will hit the same section of that target, but do negligible damage.
Thread implementation scenario: You fire without a lock, point blank at a shutdown or immobile target and maybe a few of your lasers miss, or maybe you only fire with the lasers that are lined up to hit. The lasers that hit will do full damage, but won't necessarily all hit the same section of that target.
The first 'solution' doesn't do anything to fix convergence as a mechanic, it just limits damage output.
VVV Edit: Ah, interesting. Thanks. Of course the point still stands that this is not a convergence fix, really.
Edited by no one, 06 November 2015 - 12:44 PM.