-> AC Is No Longer Accurate To Crosshairs
An suggestion which would please the new players and enhance the sim-aspect of the game for core players:
Actual:
The weapon convergence is actually set to the crosshair when firing.
Problem:
This mechanic makes it hard to lead long range shots and leads sometimes to weird behaviour when in a brawl and (for example) a street light is under the crosshair when firing the weapons:
-> The shots go off in weird angles.
Suggestion:
Keep it the way it is as default setting. The learning curve for new players wouldn't increase that way.
Add an optinonal manually set (and fixed) weapon convergence distance for each weapon group.
Via a hotkey the player can disable the auto convergence and switch to his individually set convergence.
Example:
The player can choose to set the for weapon group #1 (4x medium pulse lasers) a convergence point of 150m, for weapon group #2 (2x AC2) a weapon convergence point of 650m.
Conclusion:
-> No weird behaviour anymore.
-> The player can adjust his gear to his playstyle.
-> Players are able to squeeze out the last 2% out of their builds to optimize them.
-> For newbies nothing changes since it is an optional mechanic.
-> Increased immersion since for some players it can not be 'sim-ish' enough.
"Easy to learn, hard to master."
Shouldn't this be the goal of any multiplayer title?
Wishlist:
Adding of the targeting computer.
Without a targeting computer the player can set his weapon convergence only in the mechlab to a fixed value. And done.
With a targeting computer equipped he can dynamically adjust the convergence while in battle
or set the convergence to the distance of the actual locked target.
(It is possible in CE2 and can be simply set up that way. I doubt that there are any technical reasons why this shouldn't be able to be done in CE3.4)
Edited by Ragor, 23 November 2012 - 08:05 AM.