disabela auto-aim


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give us an option to turn it off.

 

if target is doing flips, the lead marker is wrong and the shot will be off...

 

not to mention it messes with small cursor movements.

 

how is this not even a bug? it disrupts your aim, snapping your cursor to the target, causing your shot to be off...

 

it is most definitely a bug that there is no option to turn this 'feature' off...

 

edit: apparently, i can't spell either.

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DISABEEELLAAAAA! what a name! xD

 

As for the lead indicator it actually shows current ship vector in a straight line to where the ship would be if it moved straight at that speed. Spinning and flipping around is not taken in consideration. Freespace, X3 and other space sims work the same, regardless of spinning and rotating.

So, the famous adorable words "working as intended" applies correctly here. Shooting a circling target must come from pilot skill.

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that's the problem... if you aim correctly but the crosshair is too close to the lead marker, the cursor snaps, ruining your aim... it is a bug...

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that's the problem... if you aim correctly but the crosshair is too close to the lead marker, the cursor snaps, ruining your aim... it is a bug...

Ah, that. I've seen it only on slow barreled guns so far. Never happened with any other guns for me. Dunno, is SCon for consoles as well? If yes and you use a console, that thing is usually always there for games with aiming.

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is SCon for consoles as well? If yes and you use a console, that thing is usually always there for games with aiming.

 

see below:

 

give us an option to turn it off.

 

i do not or ever care to own a console.

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Ah, that. I've seen it only on slow barreled guns so far. Never happened with any other guns for me. Dunno, is SCon for consoles as well? If yes and you use a console, that thing is usually always there for games with aiming.

 

I have seen it happen with the slow guns also

I figured it was just that the target moved into a deadzone for the guns in that moment

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it's auto-aim

Not really auto-aim, but a gesture i n the right direction. Since you have to aim yourself first at the ship and keep it at the ship, the gesture just keeps it inside the "expected path" reticule until you are too far from it with your mouse. 

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you have to aim yourself first at the ship and keep it at the ship, the gesture just keeps it inside the "expected path" reticule until you are too far from it with your mouse. 

 

it'll jump onto the target lead indicator even without me moving my mouse. as long as the cursor is close enough to a locked on target, it'll jump.

 

which is annoying as I regularly shoot people I don't lock on to and missile the ones that I do.

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which guns? lemme check ..

 

seems to happen on positrons, which have no barrel rotation speed stat (then again neither do mortars).. it rarely happens though.. but sometimes doesn't fire even though i'm facing forward. not sure why as yet.

 

some people have reported it with coil mortars.

 

easy to test anyways. give us an option to disable this 'feature'.. if it stops happening, then problem solved.

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seems to happen on positrons, which have no barrel rotation speed stat (then again neither do mortars).. it rarely happens though.. but sometimes doesn't fire even though i'm facing forward. not sure why as yet.

 

some people have reported it with coil mortars.

 

easy to test anyways. give us an option to disable this 'feature'.. if it stops happening, then problem solved.

 

not firing even forward happened to me as well

 

on top of that, is there a mod that makes gunships invulnerable to damage for a few seconds T3+? hitting them sometimes bullseye and 0 damage (it doesn't involve the invulnerability mod that activates at 15% hull remaining)

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not firing even forward happened to me as well

 

on top of that, is there a mod that makes gunships invulnerable to damage for a few seconds T3+? hitting them sometimes bullseye and 0 damage (it doesn't involve the invulnerability mod that activates at 15% hull remaining)

The combat reboot mod makes them invincible and deletes any negative effects+prevents new ones for ~2 seconds

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The combat reboot mod makes them invincible and deletes any negative effects+prevents new ones for ~2 seconds

I thought it was only for debuffs, not damage. And in that case it's 2 seconds.

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If it's invincible, it's better than emergency barrier.  Someone care to test?

 

well, it's an active, not a passive.

 

but in terms of stats, it is better. half the recharge, and twice the duration along with negative effects, and doesn't require 15% hull trigger.

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in fact, now that i think about it... this may be responsible for some of the guns jamming? just a theory...

That's just lag. Never seen it happen in low lag situations but happens constantly when server is under load (which is most of the time recently). Firing delay and shots not going where you aim are lag as well (shots going 90° upwards from where you aim might be a separate bug though).

 

The module description only says invulnerable.  I assumed that to mean new module effects.

Means what it says. Nothing can damage or otherwise negatively affect you in any way during those 2 seconds.

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Means what it says. Nothing can damage or otherwise negatively affect you in any way during those 2 seconds.

Perhaps invincible would be a better description.  I tried using it while under fire while looking at my meters, and it seems to be prevent damage as well.  Maybe it's just a slightly flawed translation.

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Perhaps invincible would be a better description.  I tried using it while under fire while looking at my meters, and it seems to be prevent damage as well.  Maybe it's just a slightly flawed translation.

Is it? I'm not a native speaker, so maybe I'm missing a nuance, but the dictionary definition seems spot on to me:

 

in·vul·ner·a·ble

/inˈvəlnərəbəl/

Adjective

Impossible to harm or damage.

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There's a slight difference.  Invulnerable would be no vulnerabilities, and with all the active modules in the game and the context that the module removes negative affects, I assumed it was limited to module effects.  I did try it out and it blocks damage as well.

 

The dictionary doesn't seem to give a good definition although context can show a difference.

 

vul·ner·a·ble
 
[more vulnerable; most vulnerable] 1 : easily hurt or harmed physically, mentally, or emotionally
▪ a vulnerable young woman ▪ He was very vulnerable after his divorce. — often + to ▪ The patient will be more/most vulnerable to infection immediately after surgery.
 
2 : open to attack, harm, or damage
▪ The troops were in a vulnerable position. ▪ The fort was undefended and vulnerable. — often + to ▪ Your computer is vulnerable to viruses.

 

It's the vulnerable definition, not invulnerable, but it's more about ease of injury and not absolute.

 

Compare that with invincible.

 

in·vin·ci·ble
 
: impossible to defeat or overcome : unbeatable
▪ an invincible army ▪ The loss proved that the team is not invincible.

 

If you're invulnerable you're at a lower risk.  If you're invincible then nothing is going to stop you.

 

I speak English natively, I know it can be a mess.

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If you're invulnerable you're at a lower risk.  If you're invincible then nothing is going to stop you.

 

I speak English natively, I know it can be a mess.

Hmm, sounds like a mess indeed. I think I'll nevertheless stick with this (because of the etymology of the terms and other languages I speak):

invulnerable = you cannot be harmed

invincible = you can be harmed, but you cannot be defeated

Guess you could just suggest a description that explicitly mentions that you cannot be damaged either.

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