Orion said:
Good thing you'd have to be calculating it every millisecond during the swing animations to alter it based on other factors, such as collisions. If you're just standing there, of course it won't be calculating anything. Once you trigger a swing, it's going to start calculating.
You insist on arguing stuff you got no idea about.
Calculating every millisecond is pointless, unless you want to display 1000 frames per second for some strange reason.
Equations involved are really trivial arithmetic, no matter how complex you imagine them to be.
Weapon position is calculated already anyway, but it's done wrong, using made up parameters and formulas. Replacing them with real parameters and equations makes no difference performance wise, contrary to your guesses.
It's enough to look around the forums and connect the dots. People are asking for sweet spots, weight based recovery time, balance etc.. Systems based on real parameters handle all this stuff natively and consistently, without the need for workarounds or exceptions.
Orion said:
I seriously doubt it's going to be changed what-so-ever, especially in the manner you're suggesting.
Yes, I wrote that higher on this page, you'd notice if you read carefully. I've been watching this project for long enough not to have such expectations.