NoRoo, on 14 November 2012 - 07:42 AM, said:
Here is a basic graphic of convergence and the problem we're currently having for people that are having issues visualizing it.
If you want to experience the issue for your self, Hop into a mech with an autocannon or ERPPC in an arm (arm mounted weapons are much more at the mercy of convergence) and get into a close range fight. At 80 meters with 60kph of transversal velocity, the current weapon convergence mechanism creates a 30-40 degree dead zone that you are incappable of hitting. This is more than enough "missing" space to fit most battlemechs.
I would add here that the coulmn on the far right can be compensated for IF the background terrain is constant by leading the target just a little bit more. I'm good at that and it's fun. What dosen't work for me is when there are obstacles up close (other mechs/small hills/boxes/whatev) in an otherwise flat area. When you're circling with somone, that background terrain moves up close then far away then up close then far away. This futzes with the convergence calculation, which affect the angle my right arm has with respect to my centerline. It does it enough that it causes misses.
Not in all cases. If I'm in a tall mech shooting at a small one (so I'm aiming down), the flat ground acts as constant background, keeping my convergence within reasonalbe tolerances. (this breaks down in hilly terrain). Even better if I'm shooting at their legs. However, if I'm in a small mech shooting at a tall one, the problem is exacerbated because the range flips from the mech itself to sky, which leads to as much as a 20 degree difference (depending on how far away the target I'm circiling with is). Or hills 10000m away to the hill that's 100m away that just happened to come under my riticule as I'm circling.