Anti AIMA movement

I hope someone will rework to English :slight_smile:

Yea, the Google Translator is the worst thing ever if you want to translate russian into smth else.

Btw, +1

English version is here:

sV6kBxB.png

 

Alternatively:

HcacNDX.png

 

For everyone’s convenience, the plain PNG file:

BLqITev.png

English version is here:

sV6kBxB.png

 

Alternatively:

HcacNDX.png

 

For everyone’s convenience, the plain PNG file:

BLqITev.png

ooooo i see what you did there, REC0IL will be proud :smiley:

Hail to anti-group! hu! hu! hu! hu! hu!

Alternatively:

HcacNDX.png

Like this. :slight_smile:

Thanks Zee

Aima4_zpsdbcf9c78.jpg

 

Aima3_zpsf56abe36.jpg

 

Aima2_zps1eb2f974.jpg

 

Aima1_zpsf7846279.jpg

vwIwzZ4.jpg

Added my own.

Not sure if it mean something in English Btw.

How they will fix it, they will delete this topic.

How they will fix it, they will delete this topic.

They can’t delete our opinions & signatures.

They could also had canalization timing (aka 1 second) and put a big red message “You have been Locked by an A1MA ! FIND COVER!”

They could also had canalization timing (aka 1 second) and put a big red message “You have been Locked by an A1MA ! FIND COVER!”

Like when the Boss activates the Pulsar in Blackwood, very smart.

Anyway, it would be still an Aimbot in a shooter game, there is no welcome for such modules.

Burn them down!

I had thougt it was removed from the game.

 

I hadn’t noticed it in the module creation area. That or the ‘pirate’ modules. Good thing I got a chance to at leaste make one pirated orion module.

 

Godness forbid you a much better version of your ships main module.

 

Auto aiming is ok though…

I had thougt it was removed from the game.

Auto aiming is ok though…

1st: The blueprint has been removed, yes. But the module is still around.

2nd: Wut? Auto aim in a shooter game is ok? It isn’t! It should be removed and everyone know this, if you fight against a bot you know what i mean. You should lose by your lack of skill, not get raped by a broken module.

remove that piece of sh_t module already

I am against the current state of A1MA because I can’t get it to test it for myself!

 

They can’t delete our opinions & signatures.

youre_serious_futurama.gif

Am I doing it right?

Missing some words in your picture. :wink:

I found the A1MA module extremly interesting for me.

 

For Once in the game we had an “Offensive Multipurpose Module” that was able to literraly negate the broken Small Hitbox and mobility for 1.8 seconds of Interceptors.

 

Ho yeah, Interceptors, I forgot this kind of ships can only be buffed, it have an immunity to nerf as hidden passiv bonus.

 

Of course the Ion Emitter is broken with this module, but what did they expect by giving it a -100 to resistance in 1.3 seconds? Especially with the Overdrive/Aim Overcharge Snowball.

 

But what make me laugh is the fact that for once, Interceptors/Mobile Fighters have to deal with a frigate’s reality for 1.8 seconds at least.

 

There is also the question of the Hidden mechanics compensated by the A1MA :slight_smile:

 

Aka the Focusing Spread of the Beam Cannon.

 

So yes, the A1MA was needing tweaks but they should have add better communication tools regarding the module:

 

  • A message under the buff/Debuff line saying “Warning : A1MA System locked on you, Find Cover !” / At the End “A1MA System shutted Down, Space Clear” ectect
  • A charging time of 1 second : to let the A1MA module take the full control of the weapons/locking system (and give some time to the message to appear)
  • Adding a little malus upon activation, I saw “Slowbarrel” somewhere but the old slow barrel weapon were made for Mid/Long range combat so, pretty useless regarding how players are putting full Horizon on Ion Emitter, maybe something on the energy regeneration / comsuption? or simply weapon Overheating (aka 1.8 seconds of autoAiming and bam Automatic Overheat at the end)

 

They could also change the Active time for a “Shots Counter”, instead of 1.8 seconds, it will be X shots.

 

The Main idea of introducing “Offensive Multipurpose modules” should be worked more actually (Adding a new Auxillary Controller Slot? so everybody will be able to fight with its own kind of A1MA and derivated version?)

 

They could easily introduce :

  • SPR3AD : Reduce Spread of the main weapon by X for Y seconds (or Z shots)
  • M1SS1LE : Your next missile is immune to flare (Not working for Guided Torpedo)
  • R0F : Increase the rate of fire of your weapon for Y seconds by X% 
  • CH4RGE : Your next Y shots with a Positron Cannon or a Gauss Cannon are considered as full charged

With some Malus to compensate the effect. And a rule for this module only allowing 1 on this module per ship. (Or you can rework the A1MA for one the idea mentionned before xD)

For your multi-module idea, Rakza, they could balance them by making them all share a cooldown. If you have more than one on your ship, then activating any of them puts them all on cooldown together.

 

I have to be honest, playing Sector Conquest against some of the better Interceptor pilots, I actually find myself supporting the AIMA module. One game in particular there was a single CovOps left on the enemy team with me (Spartacus) plus a T5 ECM and T5 Recon all trying to hit him, and he was spinning around like crazy in the middle of us and taking no damage at all. I would have very much liked a module that would have let me just blow the guy out of the sky irrespective of his bugged-as-hell flight patterns.

 

So… yeah. Sorry to say it, but unless T5 Interceptors get a nerf, I can’t honestly say I want AIMA gone.