Current type of setup create artifical smoothness diring intense dogfighting, where you still correlate your position vs enemy vs objects around you. If cursor to be simply tieght down to a center of the screen, with angular speeds and displacments of ships and sensativity levels of the mouse would create one hell of a terrible expirience to any pilot
You did not understand what klypto sayed; theres no increase or decrease in camera move speed (like in any FPS: thats only up to your mouse sensivity) and turrets have no slow down (thats very evident when using free aim) so this mode would work perfectly for aiming and other players wouldnt notice this difference (as klypto sayed, ship has its rotation speed limited and guns fire according to it, in free aim you move your camera as fast as you want and if you let it go, your ship will follow your aiming direction while you still fire and can even change where you aim).
BTW, if you meant for weapon convergence, it is always automatic to point all guns on the object you are aiming (wich would not make any difference between the actual and this aiming mode)…unfortunatelly when you have high ping, weapon convergence gets fucked up really bad in some situations wich makes you miss in ridiculous situations (as weapons converging much closer of an object like a big cargo ship wich makes shots do a X hitting only space)
You are correct, the game is not a simulator. The control system should be more intuitive and easy to use and not be simulating dog fighting and artificial smoothness / acceleration. All starships have turrets, there is no reason for them to not be able to fire with higher accuracy on the enemy at nearly all times. I still have no clue what you are trying to contradict yourselves with.
The current system to maintain lock on a target outside of the forward firing arc is a combination of your crosshairs distance from the center of the screen with the speed and acceleration of the enemy where the enemy is on the screen. Another variable is added once the crosshair hits the edge and causes a camera pan, which changes the position of the enemy on your screen. So you have 3 variables in order to aim. The current system is not smooth or flexible at all. In my opinion it’s rather disjointed and does not suit this style of craft control. It might work for you, but for me it’s pretty mediocre and not ideal for tracking targets in 3 dimensional space.
The proposed 3rd system to put in next to “Basic” and “Expert” is just point the camera at the enemy and hold mouse 1. That’s it. No dynamic variable aim, aim acceleration or wackiness with moving the mouse to the edges of the screen just to pan the camera around with the crosshair in the middle to maintain lock on an enemy, just point and shoot. If the enemy speeds up, move the mouse faster, if the slow down, move the mouse slower and continue to track the enemy. Your only limits is your ship might turn slower than you can look so not all turrets will always be able to fire on the enemy and some guns might even turn slower (if that ever comes back). It’s incredibly simple. Also, the further you move the camera off from the center of where the ship is facing, the faster the ship will turn, just like in the current game.
Then close range combat and dogfighting will be about actually fighting the enemy and who can aim, not fighting with the camera and control systems just trying to shoot at them or who has mastered the unintuitive control system for an advantage. Yes they can be mastered to some degree but it’s completely unnecessary. This isn’t a flight simulator, is a semi-arcadey PC space combat. Let’s just shoot stuff.
Totally agree with you there, when i started playing this game (and still up to nowadays) i found this aiming mode to be less accurate than normal FPS, since you have a camera acceleration/deceleration as you say, wich helps when shooting ships in steady trayectory, but makes harder to hit a ship making random evasive manoeuvres (that is why i use free aim in those situations because i have a much steadier and precise aim, but it prevents camera paning, so i can only shoot what i see in the center of my screen; activating and deactivating free aim is a total failure).
I believe this could be implemented as another mode of aiming (just like free aim, keybinded to toggle on/off) wich would focus a lot more presicion over movement (better for frigates and mid-long range fighters, worse for interceptors and fast movers), where the ship follows your pointer (always in the center of the screen), without any acceleration or deceleration when panning the camera.
Many thumbs up for this idea! i thought a little about it…i didnt mind much the thing of the corner thing, but this idea would help loosing enemy from sight less often.
About wobble, i dont think this would make any change to it…it will always exist and we are hopeless to get it fixed…