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Reminding Solution To All Problems: Remove Convergence


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#141 Mystere

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Posted 01 August 2018 - 08:34 AM

View PostDaurock, on 01 August 2018 - 08:15 AM, said:

To be fair, a good portion of the community also often clamors for things that head away from the typical "mech simulation" mechanics, (which typically involve slowing the game down, forcing thought before action, and de-emphasizing skills like aim or reaction time) and towards the FPS games. For example, every time I hear someone say "xxx mechs need more agility" I can't help but notice the parrallel to that mindset.


Although you are correct, buy-in from PGI is what gets things actually changed.

#142 MW Waldorf Statler

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Posted 01 August 2018 - 07:57 PM

this Discussion is like a D&D Pen and Paper player say ...F*** im die to quickley in a LARP Game ..and the Larp player cry in a real Swordfight " Hell im hittting and bleeding real"

#143 MW Waldorf Statler

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Posted 01 August 2018 - 08:01 PM

View PostEisenhorne, on 01 August 2018 - 07:44 AM, said:

Oh, one thing I'm not sure you are all aware of or not, but.... convergence is only perfect with hitscan weapons, like lasers. Ballistics in this game do not have perfect convergence. Unless a target is stationary or moving right at you (in both cases a stupid thing to be doing) you will have to lead the target. The convergence point of your weapons will be on the point your cursor is on, not the target you're leading, so they will often not hit the same component on a target. I've hit Piranhas in both side torsos with Gausshammers. I've hit centurions in both arms with my Uziel in Solaris while trying to lead a target appropriately.

of course ...and by Lasers against all other MW Titles we have Damage over time and no pinpoint...problem

we have thanks lore big Mechs ,thats in MWO bigger, slow Movements (70kmh by a 10m tall Machine is slow )not the Agility simulated with rules like TT (crouching ,ducking-what difficult to controll with keyboard and without Cybersuit ) and not all the Damage effects like the TT ...Red Screen while bleeding, Weapon Damages)

Edited by Old MW4 Ranger, 01 August 2018 - 08:12 PM.


#144 evilauthor

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Posted 01 August 2018 - 08:13 PM

View PostKhobai, on 30 July 2018 - 08:55 PM, said:

Yep. Even in tabletop battletech torso mounted weapons can fire in a pretty wide forward arc and not just straight ahead. That implies theyre in gimbal mounts.


Or the mech is just torso twisting less than 30 degrees off center. Or do you really think mechs can only torso twist and turn in 60 degree increments? And that they do so instantly despite turns canonically being 10 seconds long?

Even in MWO, it doesn't take 10 seconds for even an assault mech to torso twist from one side to the other.

#145 Tetatae Squawkins

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Posted 01 August 2018 - 09:21 PM

Pretty sure every one of the modern TT rulebooks has a section on how TT rules are not a simulation and should not translated to reality/real time with any seriousness.

#146 MW Waldorf Statler

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Posted 03 August 2018 - 01:00 AM

Biggest Problem in the Battletech TT .all rules for Hitting and Firing based of Ranges that's build for a play of a Normal Table …so playing with speed of the Big Machines and Weaponranges whos in Reality only blind Pilot not can aim and hit..
thats stupid for not TT ..Warmachines thats carry more Weapons as a Tank Platoon and not can aim and hit in 200m by moving a Square of 6x6m

#147 Athom83

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Posted 03 August 2018 - 12:58 PM

From little over a year ago; https://mwomercs.com...on-convergence/

#148 Phaex42

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Posted 03 August 2018 - 01:21 PM

Could decrease convergence on an exponential scale the more weapons are fired simultaneously.

High alphas achieved with many weapons will still work, they'll just scatter the damage instead of hitting one component. Call it Scatter-Lasering or Ballistic Bluderbussing if you will (or laser-lurm). Chainfire becomes a usable alternative. Potential for macro abuse though.

Could even apply the concept in many cases where ghost heat is currently used if you get specific with it towards weapons. An example of going specific with it (without ghost heat though) would be firing two heavy gauss would decrease their convergence by some amount.

Thoughts? It seems like a decent compromise to me between a lot of ideas and problems.

#149 Eisenhorne

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Posted 03 August 2018 - 01:31 PM

View PostPhaex42, on 03 August 2018 - 01:21 PM, said:

Could decrease convergence on an exponential scale the more weapons are fired simultaneously.

High alphas achieved with many weapons will still work, they'll just scatter the damage instead of hitting one component. Call it Scatter-Lasering or Ballistic Bluderbussing if you will (or laser-lurm). Chainfire becomes a usable alternative. Potential for macro abuse though.

Could even apply the concept in many cases where ghost heat is currently used if you get specific with it towards weapons. An example of going specific with it (without ghost heat though) would be firing two heavy gauss would decrease their convergence by some amount.

Thoughts? It seems like a decent compromise to me between a lot of ideas and problems.


This would require drastic engine changes to the game, and so it's a moot point that everyone seems to still like talking about, like it's even a possibility. Those are my thoughts.

#150 Koniving

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Posted 03 August 2018 - 03:22 PM

View Postdwwolf, on 30 July 2018 - 05:12 AM, said:



High alphas aren't a problem directly...
The real problem is pin point damage application. Something battletech mechanics are not designed for.
Remember BT baordgame real armor values are atleast 6x higher than the number on the record sheet( because 1/6 is the highest chance to hit any single location )


Another thing to consider is that battletech's damage is dealt over ten seconds. In the 2.5 second breakdown many alpha strike concepts fall under severe punishment in what it does to the machine. Simply put the game wasn't designed for it at all...

They do have some obscure rules about an all or nothing alpha strike. No convergence. They fire in their arcs and a single location is rolled for the center. There....damage is spread to the left and right of this location as applicable, assuming the to hit roll succeeds (against a painful modifier). All damage is delivered accordingly and the machine cannot "cool" that round. So even the heatsinks stop working for 10 seconds.





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