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Weapon Convergence


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Poll: Weapon Convergence (24 member(s) have cast votes)

Do you agree with the below proposal?

  1. Yes. (7 votes [29.17%] - View)

    Percentage of vote: 29.17%

  2. Yes to both Arms proposals. (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Yes to Torso only. (4 votes [16.67%] - View)

    Percentage of vote: 16.67%

  4. Yes to Arms Horizontal only. (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. Yes to Arms grouping only. (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. Other (5 votes [20.83%] - View)

    Percentage of vote: 20.83%

  7. No. (8 votes [33.33%] - View)

    Percentage of vote: 33.33%

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#1 Athom83

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Posted 21 March 2017 - 01:19 PM

Unbind weapon convergence for torso mounted weaponry.

Having weapons in in the center torso change convergence never made much sense as they are hard mounted to the skeletal structure of the mech. Unbinding them makes them fire directly forward, with their impact point relative to the position of the cockpit (weapons on the left land slightly to the left, weapons on the right land on the right, et cetera). The arms still converge their aim just as the current system.

This has a few alternate effects;
1) This gives weapons mounted in the arm more importance as you would want to accurately hit where you aim shots, moving away from arms only acting as a shield with every weapon mounted in the torso.
1.5) It gives an incentive to put longer ranged weapons back into the arms instead of always moving them to the torso.
2) Generally increases lifespan as massed torso weapons can no-longer pinpoint strike a single location, drilling through even the toughest of armor.


Remove/Adjust horizontal/vertical weapon convergence for arms without relevant actuators.

If the whole point of weapon arms without horizontal actuators is saving space for weapons in exchange for no horizontal tracking, then why can the weapons still converge horizontally? You could argue that they have some clearance to make minor enough adjustments. Therefore its also reasonable to say that the above can be distance based. Such as, they can only converge past 300m or so. For OmniMechs that remove the vertical actuators, it should behave as the torso proposal above.


Group arm mounted weapon convergences.

Similar to the torso proposal, however it only affects the weapons mounted on the same arm. While the arms themselves can converge to your reticle, the weapons on those arms are still mounted to the structure of the arm. This only minorly affects most mechs as arm hardpoints are usually grouped close together. This only majorly affects the extreme cases where on the same mech some arm hardpoints are in the shoulder with others down in the hand by the waist.

#2 Cichol Balor

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Posted 23 March 2017 - 10:17 PM

All this would do is lower the number of viable mechs even further.

What would be cool is if you had to set your convergence for each weapon in the load out screen similar to aces high.

Edited by Cichol Balor, 23 March 2017 - 10:24 PM.


#3 Karl Streiger

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Posted 23 March 2017 - 11:41 PM

in the BTU all weapons are focused by internal mechanism - the gun on the Shoulder of the Hunchback might use motors and myomers to move the barrel some few degrees. Lasers are even more simple.
Ok thats the theory.

i would love to have some kind of precision tweak in MWO. A pitty that we don't have a "value" for this.
but rather than a automatic convergence i think to have it semi-fixed would be the best option.

fixed - you do it in the mechlabs.... this is a interesting option because you place a "bet" on the distance you want to fight - you try all the time keep the target in a distance of ~250m to get all you MLAS in one place... but maybe the other guy mad another bet and did choose 300m ok each laser doesn't deal as much damage but all of them will hit the same spot.


About the arms actuators.
When you have a lower in the left arm but not in the right (Centurion, Victor) the horizontal arm movement comes from the left arm. So you have either track both arms on seperate or do it as they do.
The other thing is with no lower arm actuator - the weapon need to be placed similar to BlackJack and JaegerMech.

#4 ShaneoftheDead

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Posted 03 September 2017 - 02:22 PM

In Battletech, you roll a die to see where you hit. This pin-point focusing is merely a Mechwarrior video game thing. If it takes for torso weapon convergence to go away to increase Time to Kill and make this game feel more like a Battle Mech Simulator and less like Call of Duty, then I am for it. Arm weapon convergence is a joke for ballistics in Assaults, presently. Rarely works. King Crabs tend to shoot wide of the target. Have to lead the target, then add for the absent convergence.

#5 DerHuhnTeufel

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Posted 12 February 2018 - 08:56 AM

View PostShaneoftheDead, on 03 September 2017 - 02:22 PM, said:

In Battletech...


This is not Battletech, nor would I be playing it if it was. BattleTech matches take anywhere from 30 minutes to 2 hours, where I can play 15 games in that time frame here. Not only that, without convergence light mechs would be largely worthless for anything but spotting and capturing points.

#6 The Blood God

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Posted 12 February 2018 - 10:25 AM

id like to see weapons converge at the lock range not the range finder as leading a target at range often means projectiles converge behind the target meaning you either hit the target in 2 places or only one projectile lands

#7 Exilyth

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Posted 12 February 2018 - 10:29 AM

other: all of the above, but with the option to toggle convergence on/off with a button

#8 Vidarion

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Posted 23 March 2018 - 09:19 AM

I'm all for having weapons in the same hitbox be able to converge at relatively close ranges.

I'm all for having weapons in the arms (that have lower arm actuators) be able to converge with weapons in any other hitbox.

Torso / head weapons should be able to converge at long ranges, but become spread out at closer ranges.

Arms with lower arm actuators should be able to converge with weapons in any other hitbox.

As far as 'toggles' go, the mobility skill tree would be a great place for "+10% convergence" nodes that reduce the range that your weapons can converge.





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