)) in my mind horizon is a curved line where sky meets the ground )) but in sc we can safly imagine maps horizon, due to its layout and how all ships aligned on resp.
Hum let’s see if I got it (i’m a little tard, need a lot of explanations): as long you stay on the right “angle” between your turrets, the ship axis and the target (and with a decent ping), the aim assist will always kick in. Otherwise it can happen that it shots at a given direction related to your turrets orientation (aiming assist fails).
Am i right somehow?
Btw kost with sound enabled you have more clue about when i hit the lmb (youtube can f*uck up sinc if you guys download it) i still have the vid and i can upload it somewhere.
I know i missed the target at 0:54, not the same at the other marked time
Ahhhh the target prediction reticle… Ahhhhhhhhh
The far you shot from it the more aim assist fails… Even if you are aiming at a ship big as a lorry.
Yes, aim assist only snaps on prediction marker -targeting reticle alignment (with a bit of room) it does not activate by target hit box. Target hit boks only change a focal lenght of a gun -example -take trex with beams snd shoot into empty spot far away -note beam angles, now get some object to cover couple of turrets but not cross the aiming reticle, angles will stay the same but couple beams get blocked. Then make object cross aiming reticle and see how angels change refocusing on a closer object. This how your weapon knows the distance to the object.
Another awesome example is
Be max zoomed out
Have an object above you ship and if you manage to trigger aim assist in such angle your guns will shoot 90 deg up while you look at it straight.
)) in my mind horizon is a curved line where sky meets the ground ))
Not according to Lampshadius.
bit confused through your example.
i would have tipped, the aiming reticule of your camera does a raycast to the pointed object, but if gets close to a prediction marker, it will instead use a relative position to the point that marker represents in space.
probably thats what it does?
it would be interesting to know if you shoot back, if someone is right behind you while you are zoomed out, blocking your camera view
Why guess, see for yourself
O_o that’s awful,at least to see how it works on ships soo big.
As ugly as it looks, this thing is quite necessary for majority of players in this type of game.
Any one is free to take off Aim assist and then use Assault rail in a game with 150+ ping and show us how it is done :)
I noticed the arc differences between zoom-levels in spec ops vs. destroyer using a beam weapon.
While I hit with the beam in one case, in the other it goes wild(even after checking it will hit again in the other viewpoint). So there is a discrepancy in the arcs for each zoom-level. But another thing I noticed during my testing for a model-bug is even with hitting an enemy in a weird arc it doesn’t hit him in real… Either there is a hidden arc-limit for the weapon to be functional or a real bug in server-response saying no while your client say ‘you hit’ your target…
roarrr cool video, thx! i love that u do stuff like this. u want me to help debug xxxx?
even with good ping what you see is behind, so i doubt without help things would go 100% skill.
if i look from first person, and put a crosshair in the middle of my screen at the range of 0, it will still show the same point on the horizon, as if i would put that crosshair 1000m, 9999m, or infinite meters away, since it always shows the points along my “direction vector”. the same isnt true for 3rd person, since if i wanted to do that, from behind an object, i would have to look “through” the object. so naturally, the point i see as crosshair, has another direction, than the point the ship sees, and i cannot simply use the camera data in the same way. this just leads to the fact, that in 3rd person, the game does something anyway to help you aim no matter how you implement it, basicly since it actually has to calc where you aim anyway - something you do not need to do in fps.
so i wouldnt worry about “aim help” which is done this way - the work you gotta do to aim is still the same.
in the end, fps even usually has to add mechanics to prevent it to become too easy, or simply even stays with hitscan like cod.
it is however interesting to see, that the guns actually always fire in look direction, even if the camera is obstructed, except you get the target prediction reticle close in 2d. its a smart solution, using the markers’ 2d positions
one could filter out the markers which are inbetween camera and ship cheaply algorithmically client side, so the shooting behind you could be eliminated, but thats actually probably not so cool for fast action - and fits the mechanics, which reduce damage on angle fired.
On 2/22/2016 at 0:52 PM, AdamWest said:
Cool so you pop destroyers like popcorn with inty’s every game ? would love to see you take down 6 destroyers per game. I don’t get how players imply this “its so easy just use an inty”. And “learn tactics”. Have you seen the new T4 destroyers in combat yet ? It takes an insane amount of time to kill one even going after their components. The new EM weapon is actually really hard to get close as I find the size of the death blueball is really large.
This imply’s you havn’t actually fought against a fast destroyer. How do you get “inside them” when they pull range on you at 400-500ms. Not only that but lets say the destroyer is going in a straight line at 450 ms. You are on his tail going 508ms. When he fires at you with the pyro and you dodge even for 3 seconds. Your now 800-1200ms behind them depending on your dodge angle. Your only going 58ms faster so the time it takes to close the distance is more then enough for him to kill you.
interceptors never worked on me whenever I played a destroyer. I just rolled over and gave them guns. Or sudden direction change causing them to slide off and waste their plasma and then giving them guns (the trick is pretending you don’t see them so they more readily invest on a course of action that depends on your “obliviousness”) The only real weakness destroyers have is to splash damage and in some situations, lrf sniping. One guy cleaned my capacitor clean off my hull with an lrf special module once. Was a good shot. He waited until I was completely occupied then got in my blindspot and drilled me.
Destroyers are too much of a crutch. Yeah you can take them down with teamwork or if the pilot isn’t as skilled as you, but what happens when a group of skilled destroyer players decide to have teamwork of their own? How do you beat that? why does one ship type dictate everybody’s ship choices and build? How chuffed would you be if you spent months working on a ship line only to find out you picked the wrong ship type and months of time translated into getting farmed? Would you lose respect for the company? How would it behave as incentive to get you to spend money?
This is a very real problem and that it hasn’t been addressed in the year I haven’t played is as always, predictable from these developers. Always one or more steps behind.
Fighter and inty groups are way more deadlier as destroyers.
Even in tournaments a good group of above can win against them.
5 hours ago, Battlecruiser_NA said:
why does one ship type dictate everybody’s ship choices and build?
mmm are you new to Star Conflict or something?
Almost every good ship-role-build in the game calls for adaptation on enemy side, people that refuse to adopt and only use what they want instead of what is needed in current meta, are the ones that will always have the hardest time enjoying the game, and that is the same for all PvP games that have multiple roles-build gameplays.
15 hours ago, MightyHoot said:
LRFs are always awesome.
Please, not in Beacon Hunt mode)
4 minutes ago, CinnamonFake said:
Please, not in Beacon Hunt mode)
Why? The enemy team can’t capture beacons if they are dead 
5 hours ago, CinnamonFake said:
Please, not in Beacon Hunt mode)
But I can use them in Domination?
If you kill alot in an LRF >> your enemy is full of newbies.
If your enemy is full of newbies >> you can kill them in anything.
If you can kill them in anything >> better use something that kills the enemy AND reliably captures beacons for your team.
1 hour ago, xKostyan said:
If you kill alot in an LRF >> your enemy is full of newbies.
If your enemy is full of newbies >> you can kill them in anything.
If you can kill them in anything >> better use something that kills the enemy AND reliably captures beacons for your team.
And then to go back on the topic, you can take a destroyer instead and deal tons of damage without dying, but still capturing beacon thanks to wormhole.
I finished with 12 kills and 6 beacon capture on a game by playing this way 
25 minutes ago, Swifter43021 said:
I finished with 12 kills and 6 beacon capture on a game by playing this way 
I finish with 15 kills and 10 captures in an interceptor, buff desstroyers?