disabela auto-aim

in fact, now that i think about it… this may be responsible for some of the guns jamming? just a theory…

That’s just lag. Never seen it happen in low lag situations but happens constantly when server is under load (which is most of the time recently). Firing delay and shots not going where you aim are lag as well (shots going 90° upwards from where you aim might be a separate bug though).

 

The module description only says invulnerable.  I assumed that to mean new module effects.

Means what it says. Nothing can damage or otherwise negatively affect you in any way during those 2 seconds.

Means what it says. Nothing can damage or otherwise negatively affect you in any way during those 2 seconds.

Perhaps invincible would be a better description.  I tried using it while under fire while looking at my meters, and it seems to be prevent damage as well.  Maybe it’s just a slightly flawed translation.

Perhaps invincible would be a better description.  I tried using it while under fire while looking at my meters, and it seems to be prevent damage as well.  Maybe it’s just a slightly flawed translation.

Is it? I’m not a native speaker, so maybe I’m missing a nuance, but the dictionary definition seems spot on to me:

 

in·vul·ner·a·ble

/inˈvəlnərəbəl/

Adjective

Impossible to harm or damage.

There’s a slight difference.  Invulnerable would be no vulnerabilities, and with all the active modules in the game and the context that the module removes negative affects, I assumed it was limited to module effects.  I did try it out and it blocks damage as well.

 

The dictionary doesn’t seem to give a good definition although context can show a difference.

 

vul·ner·a·ble

 

[more vulnerable; most vulnerable] 1 : easily hurt or harmed physically, mentally, or emotionally
:black_small_square: a vulnerable young woman :black_small_square: He was very vulnerable after his divorce. — often + to :black_small_square: The patient will be more/most vulnerable to infection immediately after surgery.
 
2 : open to attack, harm, or damage
:black_small_square: The troops were in a vulnerable position. :black_small_square: The fort was undefended and vulnerable. — often + to :black_small_square: Your computer is vulnerable to viruses.

 

It’s the vulnerable definition, not invulnerable, but it’s more about ease of injury and not absolute.

 

Compare that with invincible.

 

in·vin·ci·ble

 

: impossible to defeat or overcome : unbeatable
:black_small_square: an invincible army :black_small_square: The loss proved that the team is not invincible.

 

If you’re invulnerable you’re at a lower risk.  If you’re invincible then nothing is going to stop you.

 

I speak English natively, I know it can be a mess.

If you’re invulnerable you’re at a lower risk.  If you’re invincible then nothing is going to stop you.

 

I speak English natively, I know it can be a mess.

Hmm, sounds like a mess indeed. I think I’ll nevertheless stick with this (because of the etymology of the terms and other languages I speak):

invulnerable = you cannot be harmed

invincible = you can be harmed, but you cannot be defeated

Guess you could just suggest a description that explicitly mentions that you cannot be damaged either.

Back on topic: had a match in my Stab Rail fitted Kalah yesterday where i shoot after this inty 500m away making a random turn, the lead indicator was way ahead cuz of speed, my cursor over or very close to the indicator and OMFG MY GUNS SHOOT ALMOST DOUBLE THE ANGLE AWAY FROM THE CURSOR!!! WTF! Dumbing down to console effect or something? Now i really want a ‘turn off’ button.

Like this (imagine being in SCon and this happens in front of you):

 

—Gun shot---------------------------------------Lead Indicator----Cursor---------------------------------------Enemy inty (500m, moving left)—

                                                                                                                           |

          ^ Literally like that                                                                                     |

                                                                                                                           |

                                                                                                                           |

                                                                                                                           |

                                                                                                                           |

                                                                                                                           |

                                                                                                                           |

                                                                                                                           |

                                                                                                                           |

                                                                                                                           |

                                                                                                                          X     approximate ship position

lead indicator fails at close range / extreme angular speeds

 

initially i thought it was because of basic camera mode view and my ship turning was to blame … after much looking into, I decided the fault is with the indicator.

 

dumbing down …?

 

it only make things harder :slight_smile: now you NEED to aim better so I didn’t complain

 

… could also be lag network code related … only devs can know for sure.

There was no lag, no crazy ship spinning on my part and the enemy was doing the everyday circular turn around at max speed. It’s like the game tried to sort of aim-help the shot for me like the slow barreled guns were reacting pre-0.9 but without actually moving the cursor, just deviating the shot.

That help intention is what i mean with ‘dumbing down’, like i couldn’t aim for myself so the game tries to help (and utterly fails).

I know about close range lead indicator fails but this was not the case, it was pure aim-help-trial. Already used the stab rails to an extent where i can tell what happens to them.

okies … pre-patch notes mentioned about fixing cursor / aim hope this fixes it

 

as for me, i don’t get the auto-aim on all weapons only a few … gauss is not one of them.

tldr; just realized your example has nothing to do with this. oh well, no idea.

 

lead indicator only extrapolates linear motion, since it has no way of predicting the future, or how the enemy will change vector and momentum.

 

it will adjust for the projectile speed of main gun, or disintegrator.

 

however, in close quarter fights it’s a combination of 2 things i think. one being lag, the other:

 

if the target is circling you, then it can be WAY off.

 

to illustrate an extreme example:

 

bmFBI4v.png

 

the blue line is the lead marker as calculated for a linear trajectory, and where it would be drawn.

 

the green marker is the actual position the enemy ends up. which is where you would have to shoot.

 

extreme example of course, but if you keep shortening the black trajectory lines, you’ll find the margin of error gets smaller and smaller eventually.

I know very well how it works beta. What i experienced is the gun trying to hit the enemy ‘near’ my cursor like an ‘aid’ attempt. You can easily see this in other FPS games where aim assisting is turned on and if a player is very close to the crosshair but not quite 100% in it your gun will shoot the player.

 

I played Freespace 2, i know VERY WELL and 100% what a lead indicator is and how it works. And i also know how aim-assistance works from some FPS games with the feature implemented.

possibility that turret rotate speed does not equal cursor movement speed ?

 

ie. cursor aim =/= turret bearing ?

 

will check with free aim mode when game comes back on…

 

even then there is also the possibility that free aim works different that basic camera

Lead shots solve it all. The faster the target the more the lead ahead of crosshairs needed. This is because the time the projectile needs to actually hit the target once its fired. I know all this should be already “calculated” and shoting at the reticle position should avoid all those extra calculations… but… no. Of course it is harder versus faster targets as interceptors but i can nail them nicely from my guard and engi even when they are circling around me XD. It really helped me being into combat flight simulators like Il2 Sturmovik for over 10 years :slight_smile: All it takes is practice for shoot prediction.

 

M.