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[Sug] Optional Manual Setting Of Weapon Convergence


27 replies to this topic

Poll: What about you? (24 member(s) have cast votes)

You and the convergence

  1. I like the auto convergence system like it is atm (2 votes [8.33%] - View)

    Percentage of vote: 8.33%

  2. I'd like to see a change like I suggested in my post below (4 votes [16.67%] - View)

    Percentage of vote: 16.67%

  3. I'd like to see a change like the OP suggested (16 votes [66.67%] - View)

    Percentage of vote: 66.67%

  4. No opinion (2 votes [8.33%] - View)

    Percentage of vote: 8.33%

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#1 Ragor

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Posted 09 November 2012 - 03:20 PM

It seems it is an issue which does not only bug me:
-> 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.


#2 J0N3S

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Posted 09 November 2012 - 04:18 PM

Nothing to add ...

+1

:)

#3 Dirk Le Daring

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Posted 09 November 2012 - 04:29 PM

Sounds like an interesting and probably good idea.

I would not object at all, and would likely use such a feature.

#4 Dreepa

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Posted 09 November 2012 - 04:34 PM

Weird and intransparent convergence points are also bugging me.

Adding the lag factor, that makes it necessary to lead the lead angle, it makes thing just worse.

Configuring the convergence manually would give total player control over a core game play element: Aiming at and hitting a target.

+1

#5 ltwally

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Posted 09 November 2012 - 05:25 PM

+1

I kind of doubt many would want to have to manually adjust this during a battle. Seems too time-intensive when you're in the thick of things. Though I don't see any balance issues with allowing players that wish to fuss with it in-game do so.

The Targeting Computer idea, however, is pure gold. I'm all for little advantages like this for the extra equipments.

#6 StonedDead

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Posted 09 November 2012 - 05:34 PM

Well thought out, and an awesome idea. I concur.

#7 Elizander

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Posted 09 November 2012 - 06:55 PM

View Postltwally, on 09 November 2012 - 05:25 PM, said:

+1

I kind of doubt many would want to have to manually adjust this during a battle. Seems too time-intensive when you're in the thick of things. Though I don't see any balance issues with allowing players that wish to fuss with it in-game do so.

The Targeting Computer idea, however, is pure gold. I'm all for little advantages like this for the extra equipments.


There was another idea about the convergence being automatically set to the distance of your current target. This might be a bit better. ;)

#8 Ragor

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Posted 10 November 2012 - 01:31 AM

View PostElizander, on 09 November 2012 - 06:55 PM, said:


There was another idea about the convergence being automatically set to the distance of your current target. This might be a bit better. ;)


Just got up and added this 'convergence to target distance' for the targeting computer wishlist.

Why would I still prefer to be able to set the convergence manually:
In a brawl or when long range sniping you do not always lock your target because it is out .of range to lock or simply to fast paced action.

(Take my fast K2 (dual AC2 + 4xMBL & 325XL) and brawl three Jenners in the downtown area on River City. Then you might understand that the auto convergence is really painfull from time to time and that you cannot always lock a target...)

#9 Nightfangs

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Posted 10 November 2012 - 03:49 AM

Awesome idea, I'm waiting for that feature since the first game I used a AC.
Just an additional idea: At least the current "convergence distance" could be shown... that would save some ammo.
But setting the distance to your current target... simple, elegant and perfect!

#10 Ragor

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Posted 10 November 2012 - 11:40 AM

The convergence distance could be shown within the weapon groups.

But me would prefer to have a digital number right next to weapon group status fields next to the crosshair.

#11 IceSerpent

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Posted 10 November 2012 - 12:51 PM

1. The OP's premise is incorrect - currently weapons are always attempting to converge on the object under the reticle and they do it at a certain speed, convergence point when you pull the trigger can be literally anywhere and it's certainly not "set to crosshairs when firing".

2. I think the better way to fix it is this (shameless plug, I know), setting convergence point manually is only good in terms of you knowing where it is - it would still mean that if target is not close to optimal distance, you are going to miss and manually adjusting convergence on the fly would be awkward at best.

#12 Beo Vulf

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Posted 10 November 2012 - 03:45 PM

Agreed.

#13 Kauhava

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Posted 10 November 2012 - 04:28 PM

Would help with lag shooting since you have to put your crosshairs not on the mech but in front of it, ******* up the automatic convergence.

#14 canned wolf

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Posted 10 November 2012 - 06:53 PM

+1 to the OP.

In default mode I think the cross-hair should converge at the range of the targeted mech. This has the added benefit of encouraging people to target the mech they are shooting at, thus aiding LRM boats, and the rest of the team to keep track of enemy mechs.

#15 Slanski

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Posted 12 November 2012 - 02:53 AM

Actually I would love to have a manual convergence override with a distance meter in cockpit. It would increase complexity and give me a real advanced "sim" feel in game.

Convergence:
[_] Auto
[x] Manual [.........x............] cvg.500

Introduce a slider operated by 2 keys to set convergence at any of 4-6 values.

#16 Ragor

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Posted 13 November 2012 - 03:35 AM

View PostSlanski, on 12 November 2012 - 02:53 AM, said:

Actually I would love to have a manual convergence override with a distance meter in cockpit. It would increase complexity and give me a real advanced "sim" feel in game. Convergence: [_] Auto [x] Manual [.........x............] cvg.500 Introduce a slider operated by 2 keys to set convergence at any of 4-6 values.


+1

#17 Slanski

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Posted 13 November 2012 - 05:51 AM

After another round of testing with arm/side torso mounts on PPCs I am convinced that the lackluster performance of both PPCs and ballistics except for torso mounted Gauss is directly related to the convergence gremlin making any reliable aiming and leading of targets impossible.

Essentially: Enable us to switch off assist systems we do not want. The automatic convergence is a nice tool for a beginner, but takes away an advanced pilot's control over his mech. It's like a race sim where you cannot choose a manual gearbox.

#18 Ragor

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Posted 15 November 2012 - 01:52 AM

View PostSlanski, on 13 November 2012 - 05:51 AM, said:

After another round of testing with arm/side torso mounts on PPCs I am convinced that the lackluster performance of both PPCs and ballistics except for torso mounted Gauss is directly related to the convergence gremlin making any reliable aiming and leading of targets impossible.

Essentially: Enable us to switch off assist systems we do not want. The automatic convergence is a nice tool for a beginner, but takes away an advanced pilot's control over his mech. It's like a race sim where you cannot choose a manual gearbox.


Just last night I more or less freaked out once more regarding the 'crossfiring' dual AC2s on my K2 on River City because of the half sized covers/obstacles all around which screw up the auto convergence. Not fun. ;)

#19 Budor

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Posted 18 November 2012 - 05:10 PM

Please fix this. To target and or manual would be way better than what we have now.

#20 Psydotek

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Posted 18 November 2012 - 07:30 PM

I'd also settle for a virtual "laser sight" on every weapon to tell me exactly where each weapon is pointing at any given moment.





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