It is logical bcs multiple weapons do not "Ghost Converge" out of nowhere at any point of their range but need to be permanently adjusted (in modern times with Computer assistance) to converge at a given point of the weaponrange/the Target.
Usually weapons will be preset to converge mechanically at one specific point like 2/3 of the weaponrange.
But that depends somewhat on the circumstance the weapon is used, the general range of use etc.
Above and below this mechnical preset "Convergence Point" the weapons will stray damage and you have a damage loss.
That is only prevented if your Boardcomputer knows where you want your weapons to converge (in MWO on the Target) and for that you need to "Targetlock" the Mech/Strucure you want to shot.
This is already pictured in a reasonable way with how the Lasers on PTS work in Phase 2 and i like it that way that is logical and of reasonable effort and gameplay consequences!
Critic:
Ranges - especially IS-Short/Medium Ranges - need to be adjusted to good preset gameplay values for combat without target lock:
#Imho Clan and IS Weapons should converge at the same Point without lock !
#Short range convergence should be enhanced to 150m range (and IS ranges increased to fit that) and Medium Range to 250m.
#Damagereduction - dynamic falloff damage maybe to computing intensive - i dont know that - but i would like that more than static falloff damage.
Without lock the damagefalloff increases with the difference to the mechanical convergence point in both directions below or above the convergence range.
If that is to much do it as it is now...but make it true for all and every "Direct Fire Weapon".
#Missiles - they have a Missilelock and a different mechanic and should not be affected but SRM.
#SRM should become the Semi/Basic Guided Missiles that they are in the lore with their inferior guidance having them suffer a big missing chance.
I expect that this way the SRM would become more reliable to use and have less hitreg problems (as low as Streak and LRM).
The way they would work is that without targetlock a predetermined low percentage (20 or 30%) of the Missiles would home in to a Target that was under the Targetreticle when they were fired and the rest flies straight ahead in a specific pattern.
When the target does not or straight move many of them will hit but when it evades many will miss.
With targetlock some more SRM home in ot the target (40 or 50%) - a Missilelock does not affect them.
Artemis, TAG and NARC increase the number that hit a specific Mech (Artemis) or location (Narc/TAG - not additive but exclusive to each other - the highest value counts).
For the Missiles that not home in to the Target it will be tested if the Target has evaded their straight flightpath and they miss or the Target is still on the flightpatch than another 20% or 30% hit.
SRM will now hit depending on Targetlock and Evasionmovement by ~20% to 80% which should put them apart from Streaks and LRM and give them a reliable use.
#Cone of Fire
Imho there are some gameplay problems with that:
Cone of Fire would increase FF.
Cone of Fire can be exploited to hit locations that are behind cover by hitting exposed Mechparts like the AMS or an Arm.
Cone of Fire can be exploited to hit several Mechs at once.
Cone of Fire can be exploited to mitigate the active JJ Penalty.
And probably some more things my innocent mind never will think off...

While it would have a higher touch of realism i feel that the current PTS Damagefalloff is better to handle and balance.
Thats the it - Thx!
Edited by Thorqemada, 17 October 2015 - 12:14 PM.