mutsami

Front blaster is breaking games.

Recommended Posts

17 hours ago, xKostyan said:

..Front Blaster has exactly the same Aim assistance as any other projectile based weapon in the game, it has same aim assist as a gauss or assault rails or Plasma gun etc. ..

Can not be: me flying frigates never had the impression any of frigate weapons are aim-bot assisted -- why? what you say??

Share this post


Link to post
Share on other sites
3 minutes ago, avarshina said:

Can not be: me flying frigates never had the impression any of frigate weapons are aim-bot assisted -- why? what you say??

Most of frigate projectile weapons have huge spread which may give you an illusion of no aim assis, or you have assistance disabled.

Share this post


Link to post
Share on other sites
13 hours ago, xKostyan said:

@g4borg

 

Your examples show that if the cross-hairs are over the enemy's ship hull, it will be centered - not?

So that's why some players like smaller t4 ships, smaller target lesser auto-aim-assists for opponents -- not?

Question is what is with closer range to enemies?

Question is if ship design flounder/fluke shaped ships (like Archelon f.e.) are vulnerable to auto aim bot in horizontal, but not so in vertical axes?

Share this post


Link to post
Share on other sites
31 minutes ago, avarshina said:

Your examples show that if the cross-hairs are over the enemy's ship hull, it will be centered - not?

 
 

No, it works by leading marker, not target hitbox. So rest of your questions are invalid.

 

 

 

 

Share this post


Link to post
Share on other sites

Kosty - can you please explain how the spread is functioning? I think it works like lasers but only an amount of dmg on target get substracted due to ^2 of range  - not?

What is spread good for, what is it not good for and why is my Eclipse launcher (with the projectile's hitbox maybe bigger aka explosion radius) better at long distances and close distance than maybe

 

Quote

  xKostyan said:

No, it works by leading marker, not target hitbox.

You saying: its the center of the ship and aim-assist snaps in in a circular perimeter around that center?

Share this post


Link to post
Share on other sites
9 minutes ago, avarshina said:

Kosty - can you please explain how the spread is functioning? I think it works like lasers but only an amount of dmg on target get substracted due to ^2 of range  - not?

What is spread good for, what is it not good for and why is my Eclipse launcher (with the projectile's hitbox maybe bigger aka explosion radius) better at long distances and close distance than maybe

 

You saying: its the center of the ship and aim-assist snaps in in a circular perimeter around that center?

I am saying it snaps to a leading marker, not the center of the ship when a ship is not moving leading marker is centered, ship hitbox has nothing to do with aim assist.

 

I don't understand what you are saying about the spread.

Share this post


Link to post
Share on other sites

You’re now saying it has virtually no aim assist? Are you kidding?  Try it in low ping and at 570 RPM. The video you posted clearly indicated(high ping aside) the gun needs low ping 100% to be as useful without it younroll and spin out of control and it doesn’t help.   The amount of aim assists applied, it’s at least a good 3/4 inch, if you have high ping flying around you don’t need to be dead on them like shrapnel cannon lets say, you can’t even compare to gauss, it’s a slow firing gun that requires calculation to fire, granted it was an assist test but the only reasonable comparison is assault or RF blaster, those have high ROF. 

Share this post


Link to post
Share on other sites
39 minutes ago, SnerpDeg said:

You’re now saying it has virtually no aim assist? Are you kidding?  Try it in low ping and at 570 RPM. The video you posted clearly indicated(high ping aside) the gun needs low ping 100% to be as useful without it younroll and spin out of control and it doesn’t help.   The amount of aim assists applied, it’s at least a good 3/4 inch, if you have high ping flying around you don’t need to be dead on them like shrapnel cannon lets say, you can’t even compare to gauss, it’s a slow firing gun that requires calculation to fire, granted it was an assist test but the only reasonable comparison is assault or RF blaster, those have high ROF. 

Yet again, instead of trying to comprehend the information given, you are trying to imagine some meaning to what I am saying.

  • Upvote 1

Share this post


Link to post
Share on other sites
15 hours ago, xKostyan said:

@g4borg

 

 

interesting. i must be too busy actually aiming with gauss, i never noticed it already locked to the target if you just get close to the leading marker

then again, as you say, the biggest difference is, with the front blaster you know if aim assist has locked on or not.

 

it feels a lot different.

also interesting, it locks on to beacons.

Share this post


Link to post
Share on other sites

Yeah it's true, the most noticeable scenario would be sniping around a destroyer's barrier with a disintegrator, you try to shoot at the exposed shield and if its close enough to the lead marker the shot will snap there, you can actually disable the aim assist in the game options but unless you need it for this specific scenario it won't do you much good.

Share this post


Link to post
Share on other sites
33 minutes ago, g4borg said:

it feels a lot different.

also interesting, it locks on to beacons.

It is not only beacons, even turrets(like a PvE cruiser) and destroyers modules have aim assist triggers

Share this post


Link to post
Share on other sites
45 minutes ago, xKostyan said:

It is not only beacons, even turrets(like a PvE cruiser) and destroyers modules have aim assist triggers

..is this exclusive to the FBlaster?

id yes - the devs might experiment on something new .. subtargeting

Share this post


Link to post
Share on other sites
3 minutes ago, avarshina said:

..is this exclusive to the FBlaster?

id yes - the devs might experiment on something new .. subtargeting

no, all weapons with auto aim have this (not sure about the beacon, but turrets. and modules for sure).Nothing new about it, it has been there for a very long time

  • Thanks 1

Share this post


Link to post
Share on other sites
42 minutes ago, xKostyan said:

no, all weapons with auto aim have this (not sure about the beacon, but turrets. and modules for sure).Nothing new about it, it has been there for a very long time

is there an auto aim weapon for

frigate class?

destroyers?

 

guys can you give us a list of auto aim weapons, pls.

 

why? I really do not fly interceptors and vers seldomly use fighters so I really don't know. I remember being asked by koromac some time ago for a custom battle to test if i could damage his destroyer's modules and what it would make a damage..

in my engineer  i could not target and hit any module it resulted in damage to hole destroyer's survivability..

Share this post


Link to post
Share on other sites

AA is not class based it is weapon type based.

Every single weapon that is not a beam type has aim assist built in. Plus some "beams" have aa as well, like auto aim laser, thilit, thi.

 

Share this post


Link to post
Share on other sites
3 hours ago, xKostyan said:

AA is not class based it is weapon type based.

Every single weapon that is not a beam type has aim assist built in. Plus some "beams" have aa as well, like auto aim laser, thilit, thi.

2

Btw, have you noticed that laser beams are no longer firing at a single point at the end of the beam? Usually, you can see them spread out instead of focused on a single point. 

I think that someone may have displaced a comma at some value that caused this issue with laser beams.

Share this post


Link to post
Share on other sites
41 minutes ago, Koromac said:

Btw, have you noticed that laser beams are no longer firing at a single point at the end of the beam? Usually, you can see them spread out instead of focused on a single point. 

I think that someone may have displaced a comma at some value that caused this issue with laser beams.

Always been that way and varies on weapons and the ship it is mounted on

Share this post


Link to post
Share on other sites

Very interesting thread.

TBH I'd never noticed the aim assist in the options menu until now. (I had it turned on)

 

Do different weapons snap to the lead marker in different ways?

Share this post


Link to post
Share on other sites

So: FBlaster only has greater AA values applied, other weapons have lesser values? FB only snaps more visible to targets?

Why this behavior in regard to sub-targets? Some weapons have sub-target abilities others don't?

Never had this with  experience with any frigate:engineer weapon, besides explosive weapons (and spread) do we have two class main-weaponry?

Share this post


Link to post
Share on other sites
23 minutes ago, avarshina said:

So: FBlaster only has greater AA values applied, other weapons have lesser values? FB only snaps more visible to targets?

Why this behavior in regard to sub-targets? Some weapons have sub-target abilities others don't?

Never had this with  experience with any frigate:engineer weapon, besides explosive weapons (and spread) do we have two class main-weaponry?

No, they all have the same aim assist

Share this post


Link to post
Share on other sites
6 hours ago, demaneR said:

Very interesting thread.

TBH I'd never noticed the aim assist in the options menu until now. (I had it turned on)

 

Do different weapons snap to the lead marker in different ways?

Nope, they behave the same. The exception with the FB is that you have a direct visual feedback if the Aim Asssist is active.

Share this post


Link to post
Share on other sites

Wow HOW IS this gun is STILL not nerfed, goes to show you that the devs alienate literally almost their entire playerbase to grab a few shekels. Really rattles my jimmies. People bought the stupid ships now nerf this guns, the joke is getting too real now please.

Share this post


Link to post
Share on other sites

 Video proof #3. The first scene is with 150 resistance or 59% and it still deals a crap ton of damage, so much in a short time I don't have time to put phase to EM. It's a pathetic gun used by garbage pilots to get ahead because they don't understand how to fight in the first place. Nerf it NOW! Jokes aside!

20 minutes ago, mutsami said:

Wow HOW IS this gun is STILL not nerfed, goes to show you that the devs alienate literally almost their entire playerbase to grab a few shekels. Really rattles my jimmies. People bought the stupid ships now nerf this guns, the joke is getting too real now please.

Incompetence in the development team. I had faith.. once....

It's grumpy gus crying to his friend screwing us ACTUAL PLAYERS in PvP.

This gun has WAY to many problems!

Share this post


Link to post
Share on other sites
13 hours ago, IFreakinLoveBass said:

This gun has WAY to many problems!

 

A lot of those problems would be easily solved by just cutting out all the special bonuses it provides.

What the hell is wrong with keeping it simple, let's say: "Limited turret rotation, firing rate and spread grow with continuous fire."

  • Upvote 1

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.