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Convergence, Target Distance, And Leading


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#1 Texugo87

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Posted 18 January 2013 - 10:49 AM

I'd been thinking about this issue for a little while, and finally decided to voice my idea.

Currently the convergence distance used is the range finder distance of whatever your target reticle is on. This causes a problem when leading with non laser weapons, as your convergence is not set to the distance from the target, but usually whatever is behind your target when leading as your reticle is out in front of the enemy mech, This leads to convergence errors, namely your weapons will hit wide on either side depending which side of your mech you are on. I would suggest that convergence number be instead taken off of the target data of the mech you have targeted, and when you have no mech targeted then take it off the rangefinder. Another variation would be that if you put the reticle over something closer than your target, convergence could start to move towards the range finder distance. Binding a key to clear target data, as opposed to cycle targets would be useful if this change was made.

I'd also like to bring up 2 other suggestions I've seen mentioned as asides in other topics.

The first is how convergence and non-arm-mounted weapons work. Currently as far as I can tell these weapons also adjust for convergence, where as they likely shouldn't looking at the models. It would likely be a minor change but having them fixed at a certain convergence would be fun to me (added difficulty of having to predict convergence error based on distance and take account for it, honestly no more difficult than leading- plus it would make it so gaussapults don't always deal damage from both rounds to the same location depending on range), have them set to converge at the max optimal range, or at 50% optimal range, or something like that. Maybe later down the road it would be something we could adjust in the mech lab, choosing between 25%, 50%, 75% and 100%, or on a slider.

I've also seen some discussion on how the lbx rounds should work more like a cluster or flac round, which i frankly agree with. This would have them fire in a single projectile, then detonate into multiple projectiles a certain distance before the target. Again take the range data off the targeting info, but default to rangefinder when no mech targeted (or when rangefinder < target). The range would have the same spread as a lbx fired at at target at the range now. If the detonation range was 75m, the projectiles would spread like a lbx hitting a target 75m away now (just as an example), so if the target is 200m away, it would travel as a single projectile for 125m, then detonate and spread out to the 75m lbx spread pattern by the time it impacted target. If the round strikes a target before detonating it could do reduced damage. Eventually detonation distance could we something we could set before hand in the mech lab, better allowing us to tailor our weapons load out to role.

Sorry to those who's ideas I'm repeating here, I can't recall your user names or I would give you credit.

#2 AustinNH

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Posted 21 January 2013 - 01:28 PM

View Postcjmurphy87, on 18 January 2013 - 10:49 AM, said:

The first is how convergence and non-arm-mounted weapons work. Currently as far as I can tell these weapons also adjust for convergence, where as they likely shouldn't looking at the models. It would likely be a minor change but having them fixed at a certain convergence would be fun to me (added difficulty of having to predict convergence error based on distance and take account for it, honestly no more difficult than leading- plus it would make it so gaussapults don't always deal damage from both rounds to the same location depending on range), have them set to converge at the max optimal range, or at 50% optimal range, or something like that. Maybe later down the road it would be something we could adjust in the mech lab, choosing between 25%, 50%, 75% and 100%, or on a slider.


This would be awesome! I had the same idea but was sure no one else would like it. Torso (and head) mounted weapons should not auto-converge, they should converge to a preset distance chosen in the mechlab. This would add both to the skill involved in shooting/aiming, and also to the customizability of a mech for different roles (sniping vs brawling). Plus it actually makes sense mechanically. I hate seeing a SLaserback's 11 lasers or whatever converging to a point one mech length in front of it. It's just not... erm... realistic... (yeah I know big robots with jumpjets and so on).

WWII pilots had to do this with wing-mounted machineguns. They had a set convergence distance.

#3 Tsunamisan

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Posted 21 January 2013 - 05:01 PM

shoul just make it converge on target unless you want it as it is now. Only issue i have is when i have tree or some terrain in the way it converges on that instead of my target.





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