I would be fine with pinpoint convergence if you had to have a target lock to get it, but being able to poke out of cover and blast an alpha with pinpoint accuracy has nothing to do with skill. Almost every FPS has three different types of weapons spreads; running is largest, walking is in the middle, and zoomed in/sighted is the smallest. All MWO has is free zoomed in pinpoint aiming while running which is somewhat broken. You should have to work/build to get that pinpoint convergence, not just assume that get it for free. I don't think that PGI can implement delayed convergence for technical reasons so I would be fine with reticle shake like when a mech jumps.
If I was king for a day, there would always be some reticle shake based a target lock, low heat, and lower speed. With a lock, low heat, and low speed you would get a perfectly still reticle when you aim at the targeted mech. Without those three conditions you would still hit a mech but your damage could be spread to different components or even miss base on the severity of the reticle shake. You could use the following to modify the shake so you are not totally subjecting yourself RNGesus:
- Heat - anything above 70% heat increases reticle shake
- Speed - anything above 66% max speed increases reticle shake
- Targeting Computers - decrease reticle shake and decrease lock time
- Target Info Gathering/BAP/cAP/Command Console - decrease lock time
EDIT:
I think that I have conflated accuracy with convergence. My solution would be to just implement the reticle shake and leave in the existing convergence mechanism in place. Having reticle shake is probably as far the engine can go in the effort to reduce the unlocked pinpoint accuracy advantage that PPFLD weapons currently have.
Edited by VanillaG, 08 June 2017 - 09:15 AM.