I voted other, explain, so here is my take on it. It don't like the artificial laser damage based on lock solution as there is no realistic reason for it to happen what so ever. More spread before lock is slightly more explainable, but should then affect all weapons.
This solution is from this thread btw.
http://mwomercs.com/...ergence-issues/
(poll)
Static Convergence for torso mounted weapons.
The weapons on mechs can be mounted on either torso or arms. These two locations are very different. The arms can move independently of each other and the torso, while they still follow the torso movement as well. The torso can move, but all weapons on the torso will point at the same direction.
Torso weapons are bolted on to the hull. This means they should not be able to move independently at all. They can only move with the torso. In short, the convergence range on torso mounted weapons should be the same regardless of the range to the object the pilot targets.
Weapons on the more flexible arms could however adjust to converge at the distance of the object the pilot is aiming at.
Now, take a look at this high detail representation of a Dire Wolf shooting at a smaller mech and an enemy Dire Wolf with fixed convergence ranges on the torso mounted weapons. I have included several examples, where Convergence Value (CV) represents a defined set of convergence ranges in each example. (CV1000 converges at 1000m) As you can see, this can really affect the effective convergence depending on the defined CV relative to the range to the targeted mech. In particular if the CV is set at close range where the problem is bigger.
Now, this can be implemented in several ways.
1. PGI defines the default CV for all mechs or per chassis.
2. Players can set a CV for each mech in the mech bay.
3. Players can adjust CV ingame, but this takes time as the servos do their work. Lets say 20 sec where the weapons cannot fire.
I also think that removing arm joints also removes the arms flexibility, and weapons mounted on that arm converges with the torso mounted weapons.
In this next high quality representation of the batteflield I also let the mech fire it’s arm mounted weapons. They will converge fine at all ranges, except at close range where the arms on some mechs can come in conflict with the mechs body. Also, the shots will hit the closer mechs out to the sides if you’re piloting a Dire shooting at a smaller mech. Like in example 3.
This would also work depending on the height of the mechs weapon mounts. So the spread will really be circular relative to the aim.
So, with CV1000 aiming high on the CT/head, the hits will be spread out or even shoot above the close by mech.
The strength of this design is the ability to tailor your mech to a certain role and play style. Having high CV would make the mech less accurate at closer range spreading the damage or even making the shots miss. At long range the ordinance spread would be less, however the aim would also be less accurate and the weapons could suffer from lowered damage.
Players wanting to have high close range alpha strikes could still do this, making them dangerous close range opponents. However, having low CV values make them close to useless at ranges surpassing the set CV.
So, what do you think?
I realize this will affect wider mechs more than the smaller mechs. And mechs with CT mounted weapons would have some advantages. But, then again, the high dmg pinpoint alphas are usually tied to the larger mechs as well. In all cases, the convergence point will spread some counting weapons from left to right arm. Adjusting convergence is not about making the mech useless either.
* Yeah CR (Convergence Range) could have been a better word, but I already made the images.