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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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#21 Ragor

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Posted 19 November 2012 - 02:45 AM

View PostPsydotek, on 18 November 2012 - 07:30 PM, said:

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.


Maybe as a module to unlock?

#22 MrDerp

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Posted 19 November 2012 - 07:12 AM

Its always fun when you are ninja sniping from your arm around a corner and the weapons fly off at 90 degree angles.

I agree this is probably a good idea, though i would be to lazy to use it I think.

#23 Vincent Lynch

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Posted 19 November 2012 - 07:59 AM

convergence totally sucks currently.
yesterday, piloting a stock cat-2K, I fired 2 PPCs at an Atlas at a range of about 150m.
The convergence point was so much closer to my own mech that the left PPC shot wide on the Atlas' right side, and the right PPC shot wide on the Atlas' left side.
Some of the code programmed for convergence must be crap, sorry. Otherwise this wouldn't be possible, those PPCs making a straight X between me and the target.

#24 Squid von Torgar

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Posted 19 November 2012 - 08:58 AM

Rather than having this as a manual setting, why not just have convergence set to the Target that is locked by the R key.

So, no locked target, convergence = whatever the sight is pointing at.

Locked target, convergence = Target range

#25 DontGetCrabs

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Posted 19 November 2012 - 09:35 PM

Yes, that is all that needs to be said about this. I am a hardcore believer in ballistics. It makes me sad just having to guess where my round is going to go if I'm shooting from my centurion. Please make this an option, at least we will ALWAYS know where the round is going instead of fighting with a damned computer.

#26 Ragor

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Posted 23 November 2012 - 07:57 AM

With my 'Phract 4X with its arm mounted AC/10s the issue is more present than ever to me.
On long range shots quite often both shots miss the target, one passing left, on passing right.

At least last night one player of my team (premade) made a really cool trickshot by accident:
He was defending our cap vs a Cicada and a Commando with his dual Gauss 4X.
He fired accidently, the shots crossed directly in front of his mech, the right arm Gauss insta killed the already damaged commando to his left, the left arm Gauss shot off a leg on the Cicada to his right.
Good times.

Nice shot J0N3S, I am sure you did this intentional. :wub:

#27 Jager Wolf

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Posted 23 November 2012 - 08:53 AM

View PostSquid von Torgar, on 19 November 2012 - 08:58 AM, said:

Rather than having this as a manual setting, why not just have convergence set to the Target that is locked by the R key.

So, no locked target, convergence = whatever the sight is pointing at.

Locked target, convergence = Target range



What he said.

#28 Kalthios

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Posted 15 January 2013 - 09:24 AM

I think the problem with auto convergence is the server side shot authentication. Lasers always work great, but ballistics and ppcs have all kinds of funky errors due to it, such as when the cursor is directly on the edge of geometry, causing the shot to bend. The OP may be right and manually setting convergence might be the answer.

Anyone who has ever brawled with a ballistic or ppc in each arm, knows that this issue has been around forever, and it is about time PGI fixed it.





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