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Alternate Convergence: Heat Based


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Poll: Should convergence be linked to current heat levels? (5 member(s) have cast votes)

Do you agree with the OP's Suggestion?

  1. Yes (2 votes [40.00%])

    Percentage of vote: 40.00%

  2. No (2 votes [40.00%])

    Percentage of vote: 40.00%

  3. Other (Explain) (1 votes [20.00%])

    Percentage of vote: 20.00%

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#1 Victor Morson

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Posted 14 June 2013 - 10:07 PM

It seems like a lot of people are clamoring for convergence changes, which is something I personally haven't been a fan of because I feel it takes away skill from the players, and lowers the depth to the game at high levels.

However, I do think if convergence is an element within the player's control, it can work to both a benefit and still leave ultimate control in the player's hands.

In other words, for every few percentages of heat, the convergence cone could get one percent less accurate, ultimately leading to wild inaccuracy near 100%. I believe this system has a good basis in the BattleTech universe (and was apart of the original heat effects), would impact the kinds of builds we run greatly - Yes, twin gauss would make a return, but twin gauss was fine! - and most importantly ultimately leaves accuracy to the player. With this system, if a player is doing a good job managing their heat, they will remain highly accurate.

This would also help bring sniping down a peg without actually nerfing the otherwise balanced weapons, because many sniper builds would be forced to adjust and could not fire as often as they do presently while remaining worthwhile.

Anyway, I've given it a lot of thought and this feels like the best of both worlds to me.

#2 Ralgas

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Posted 14 June 2013 - 11:41 PM

As with the other thread i like the concept of implementation but would like to see the "spread" expand toward fixed forward hardpoints so as to be predicable, allowing for accuracy to a degree but taking some forethought and chassis knowledge to achieve as well as making choices on which weapons to fire when under the effects.

Edited by Ralgas, 14 June 2013 - 11:41 PM.


#3 WolvesX

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Posted 15 June 2013 - 06:58 AM

No, spread is a bad idea, even mixed up with heat.
  • Heat should make you slower.
  • Heat should make you rock harder if shot.
  • Heat should make your crosshairs move a bit (sway).
  • Heat should not add randomness you can't counter with skill.

Kai and Justin did work with skill, why should we not be able to do so?

Edited by WolvesX, 15 June 2013 - 06:59 AM.


#4 skullman86

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Posted 15 June 2013 - 07:12 AM

Twin gauss becoming the most frequently used build is definitely not fine. I don't care if gauss is made of paper mache, it's still a highly effective weapon and it shouldn't be allowed to slip through the cracks when the game is balanced.

EDIT: Personally, I think Homeless Bill's targeting computer solution is a better way to go about it because it doesn't penalize people for heat, it penalizes them based on the overall power of the shot. Heat being a secondary factor would be fine, but it cant be the only thing balancing convergence when it doesn't even apply to every weapon in the game.

Edited by skullman86, 15 June 2013 - 07:22 AM.






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