In other words, if the turrets are firing in a certain direction on the right side, for example, the pilot will be able to turn into the opposite direction while the turrets still focused on that target. furthermore, a torp would exit where the player is actually pointing, not where the turrets are.
What do you mean with fps spikes? i got really confused when you start giving low numbers (fps i think) along with the word ping and then calling in more than once “fps spikes”
In other words, if the turrets are firing in a certain direction on the right side, for example, the pilot will be able to turn into the opposite direction while the turrets still focused on that target. furthermore, a torp would exit where the player is actually pointing, not where the turrets are.
You can do this atm, rennie know this (and uses it) as well as i do (im pretty sure many others players knows this…kost know this but doesnt uses it…its not very handy at interceptors). Keybind pitch controls, once you are done use free aim mode and use your mouse along with the pitch keys: this will allow you to shoot and drive separately (in example you can aim at some point, turn but keep aiming at the same place with a pretty steady aim. You can also turn right and aim left, or any combination you like). You can also keybind afterburners, roll, max/min speed to nearby keys (so you have better control over your ship movement), however, normal keyboards will lock after pressing 3-4 keys at the same time xD so for me the solution is using auto afterburners with cruise speed (max or min). By doing this you will actually look like a bot (have you noticed how they aim and turn separately? :D).
About low FPS difficulting gameplay, well, im sorry but thats your end and devs shouldnt be concerned about it if most players can play this at a good framerate. Performance upgrades are always welcome, but they are not a must. I used to play on a crappy old pc for about 8 years and i had to deal with it on my own (either not play the game, or find situations where i could do it decently (like small games)). Also, a tablet doesnt seem a valid option to play this kind of games (imo) due to performance and control capabilities…devs shouldnt be concerned about this since the game is not designed to offer a proper gameplay for that kind of devices.
the fps spikes are more of a machine of lower power’s problem;
when near lots of objects, the fps will spike down to as low as 7-12 fps. the farther away from objects, and the more into open space you go, the better fps you will obtain, for instance, like 30+ fps.
As for the tablet’s control options, I have a mouse and a keyboard hooked up to it, so it’s a lot like having a low spec laptop, but it works, for the most part.
FPS can not “spike down”, that is not what spike means. When people talk about sudden lack of FPS, that is FPS drop, when you talk about increase in ping you say ping spike/lag spike
Than forgive me for my misuse of spiking;
However, the way I meant to use it stands very near to the use of spikes, and it serves its purpose well enough for the end-meaning.
For instance:
Spiking of ping is when the numbers go from low to high, or high to low and then back again.
An FPS spike would be the same thing, but it would simply be with the fps number, not the ping.
The quality of these sentences are very similar, and spikes can be used in both, even though the fps may be somewhat controlled by where you are, it is still existent.
Furthermore, a spike in fps would count as when you start the game with either low or high fps on a certain map or maps and furthermore within the small intricacies of being near or far from objects that tax the computer’s performance, or even the game’s ability to function correctly.
I believe the official use of spiking is only due to popular use.
It can certainly be used in different ways despite complaints for the sake of clarity.
A spike in ping doesn’t have to be off’n on within a single game; the ping can be consistently bad to be considered a spike, especially if you had good ping at all times before within previous games.
In one game you can have perfect ping the entire time, and on the next game it could have a constant presence of 4k ping, and it would be considered a spike.
It’s the same thing for fps.
A spike doesn’t always have to be an upwards mountain; it can be upside-down, as well;
All it takes is another form of measurement or, in this case, a simple sense of opinion and optimism in the optimization of a language.
That being said, even in the form you wish me to use, for spiking to be only used as up, is able to be applied to fps in the sense that it does indeed go from low to high at certain points, though it wouldn’t be taken as harshly as with ping, in fact it’d be taken with joy and optimism for the future.
The spike exists, never the less.
With all that said, this only becomes a problem when someone is trying to translate these types of sentences with English as their second language or if they’re simply using a translator program.
Spike does indeed mean up, but when someone joins spike with down, it makes the meaning different and it’s understandable, thus it can be taken as right.
It’s like changing one action to mean something else entirely by simply adding in one more word at the end; Just because one word means one thing doesn’t mean it can’t mean another when used alongside another word.
To “spike down” is to make those upward mountains go upside-down into the opposite direction of the ‘normal’ upward spikes.
In other words - To spike down is another form of saying that it is a negative spike, and, with this information, it can certainly be used with FPS. :012j:
Lastly, Simply saying “ping and fps spikes” includes both positive and negative spikes.
Now, to put more of an emphasis on the subject of the AI controlling the Main Turrets:
The player must be disconnected, as usual, if they don’t do anything.
The AI must not and will not attack anything with the turrets unless the player manually targets someone or an object.
The AI will not and must not control movements of the ship aside from turret functions.
The AI will not turn the ship to allow the turrets more firepower, as this must be left to the pilot to control.
The AI must not control ship movement to get closer or further from the target.
The AI Must rely on the pilot being active to function.
The Enemy must be within range of the turrets for the AI to commence firing and, again, only with the pilot’s manual lock-on.
If an enemy uses a cloak, the AI must cease fire even if the enemy is sitting within plain sight in a frigate.
The AI must simulate a ‘human’ touch while aiming at the target when using beam-like weapons, so it doesn’t over-empower those types of players.
Using at least this much restraint with the AI will allow the game to keep its pure action game-play while providing more control options for the game itself to all types of players.
It may be good to limit this function to frigates, (since those that use fighters and interceptors will almost always have decent fps and ping anyways, and it’d make sense that they (the fighters and interceptors) have less functions in their computers) but I’ll leave it as an open-book from here for the devs to figure out what they want to do with it.
I like the one turret one object module. Sacrifices direct shooting for a short period to target objects. Because this will use aima old mechanics, maximum of one turret per object, maybe be treated as an aura to prevent groups spamming it due to different ships or using it excessively to prevent beacon capture.