There is a lot of discussing in the forums about using convergence and/or CoF to solve the High-Alpha problem in MWO.
In this thread, i'll try to point out the problems with these ideas, hoping to either find solutions to them.
Let's start:
Convergence
The idea of fixed convergence has been in the forums since forever. The basic idea is that every weapon shoots at a fixed point, rather than at the center of the crosshair.
There are two main problems with this idea:
- Technical problems: it has been pointed out often that the engine MWO runs on is not optimized to register dozens of weapons shooting together, each one at a different spot. It might be that MWO is particularly complex, or that the engineers that first worked on the engine cut some corners and now things are what they are. Either way, PGI would have to pour a lot of resources in this system.
- Hardpoit problem: let's say PGI manages to get the hit-reg working on fixed convergence. Now there is a new problem: we did nothing about the high alphas. They are still there: they will just be moved to mechs with either most weapons in the arms (if arms have perfect convergence) or with weapons clumped together in 1-2 components. TTK will not change: the meta will just shift to mechs that have the perfect hardpoint distribution.
CoF
The CoF mechanic has many possible iterations: the basic idea is that weapons converge on a semi-random point, whose distance from the center of the crosshair is based on movement, heat, tonnage, etc.
Problems are:
- Camp-warrior: if the CoF is tied to movement, we find ourselves with an advantage given to immobile mechs. If you are standing still, you have a better CoF than a moving mech, which gives you a HUGE advantage. Moreover, high alphas are still there: say hello to matches where you walk around the corner and find you opponents perfectly still, in a fireing line, and prepare to eat countless 40+ damage alphas. You want to shoot back? Too bad, your CoF is still wide, and your shots will miss. Unless of course you want to stand still in the open to get your CoF to narrow down.
- Randomness: let's say the first problem finds a solution, and people don't start standing still to shoot. There are two mechs brawling: mech 1 shoots, misses by a mile or hits a non vital component. Mech 2 shoots... headshot. GG. It can happen. And it WILL happen. To avoid this, we need a mechanic to be able to narrow down the CoF... but how? Speed is out of the question (look at problem number 1)... time on target? That means that you will have to stare down opponents, meaning that DPS builds will rule (while you are aiming, they are tearing you apart). And even if you find an intresting way to get people to narrow down their CoF without staring at the opponent or standing still, you still have huge alphas patiently waiting for the moment in which CoF is the narrowest.
My opinion is that we should first fix the Heat-scale to curb super-alphas, and then add one or both of CoF and Convergence (after, of course, we find a way to fix their problems), but you know what is said about opinions...
Edited by TheCharlatan, 07 November 2015 - 03:50 AM.