While "Zero Convergence" is a very catchy title I think the concept needs some refinement - essentially that it might work better if it isn't binary.
It's reasonable to suggest that a mech's computers (particularly targeting computers) should help aim its weapons, perhaps over a short duration (maybe depending on the weight of a weapon & the number of servos available) weapons should 'naturally' track more closely and quickly to the circular reticle while a target is detected there (or has been within say, the past second or so).
As such, taking 'snap shots' or alpha strikes becomes more challenging while aiming (and at least thematically, working with the mech & it's computers) is rewarded.
Doing so would mean that players who want to boat a bunch of the big guns wouldn't necessarily need to be completely restricted or harshly penalised because the chance of them actually landing all / enough of the shots to wreck-a-mech (if not destroy it outright, render it pretty useless) should be pretty slim but still possible - boating that many big guns is a huge risk, their long cooldown and high energy requirement / heat output necessarily mean that they should only be fired in unison fairly infrequently and leave the mech quite vulnerable in the mean time (particularly if heat scaling gets around to agility penalties for maintaining high heat).
Not to diminish energy draw at all, I think both are very reasonable iterations along a path of improvement for the game to follow.
Additional modules might contribute to convergence accuracy and or speed, as might weapon lock or perhaps C3 consoles might allow a pilot to benefit from a team mates weapon lock.
I'm not saying that the suggestions I've come up with just now while writing this are ideal, just to point out that the concept has merit and many avenues to both improve it and add depth to the game.
Having said that, I'd still reserve too much optimism because testing might prove that such a feature really is too much for new or vision impiared players to cope with. The other negative to consider is as already stated, without mech-by-mech analysis it could leave those with wide-spaced hard points at significant disadvantage; There's no reason that couldn't be balanced by simply granting them accelerated convergence as a quirk.
I'm still on the fence about multiple indicators to show weapon paths, I think it could work quite well but really come down to technical limitations; In a system where weapons converge, it makes sense that players need to see exactly how they're tracking at all times.
It may also potentially play into the info-warfare side of the game - say for example through ECM (or some other device) also becoming non-binary, it's field might have an affect on nearby friendly / enemy mech's weapon convergence - it could be the kind of thing that the Cyclops might have as a perk of some kind.
No feature is perfect though, especially right out of the gate, I'd like to see PGI give this some serious consideration.
Edited by Kynesis, 22 August 2016 - 07:47 PM.