cazidin, on 25 February 2016 - 11:51 AM, said:
And the poor, poor, side of a barn that is the Awesome.
Alright, so, lock-on/delayed convergence? I'm not opposed to this idea. Unfortunately PGI has said they won't ever implement it because of technical difficulties. If PGI implements a new mechanic for high alphas, I'd like to see a proper heat scale. If we work with what we got, which is unfortunately Ghost Heat the only way I can think to mitigate high alphas is to reduce the amount of lasers you can fire simultaneously and if you go above the heat cap the penalties must be harsher.
Again, though, your idea is a valid one and it could work. It's not one i'd personally choose but it's a good one.
Well, I think we already have proof of that on the wider mechs. Even with the perfect convergence that we have now, their convergence is considered "inferior" to thinner mechs like the Urban Mech or the Black Knight.
it's not a lock, it's simply a visual effect to let the player know when the "optimal" convergence has been reached. It wouldn't require an actual lock to converge, simply the time delay mechanic I mentioned earlier.
Think of it like this. The weapons themselves are on swivels inside their hardpoint location allowing it to move in order to track targets. The weapons in the side torsos aren't mounted as static weapons, they're mounted on swivels that allow them to make constant adjustments to ensure a pilot is hitting where the targeting system is aiming.
So it may only move 2 inches to the right (anyone who's had weapons experience knows that it doesn't take much to change the path and trajectory of a bullet with very minor adjustments to the aiming point and that goes up exponentially the more distance you're shooting across) to ensure it hits precisely where aimed.
So those little swivels would move at a base speed (which right now is instant convergence), then you add in a modifier based on the weapon. Big heavier weapons would move slower, smaller lighter weapons would move faster which would give them different convergence "speeds"
Now before anyone goes there, we're talking small modifiers. Less than half a second and the aiming point wouldn't be so far off that you'd miss your target but it makes it more possible and likely that if you swing your mech around very quickly and fire off everything in a quick desperate alpha, all of your shots aren't going to hit dead center of your aiming point, they will be off according to that weapons movement modifier.
Just for example purposes and visual help, take the above pic. If every weapon in the side torsos was mounted on a swivel system like this one and then their convergence speed was modified based on the weapon itself, you solve a lot of issues with convergence without requiring any major overhauls to any systems already in the game.
You don't piss off players who are against a CoF system because the accuracy modifications are almost negligible but just enough to ensure weapons fired from multiple locations on your mech instantly will be "off" just enough to where you're wind up spreading that damage across 2 hit locations (a side torso instead of CT for example) instead of taking all that damage in one location.
You also dont' require any lock on requirements for the system so you still keep the direct fire feel of the weapons and targeting system in general.
another visual aid
note the cannon mounted on the nose of the helo. it moves on that swivel to track targets as opposed to being a stationary weapon. Now imagine that's how side torso mounted weapons worked. They would require a split second to get that perfect convergence to ensure every shot hits the same location.