19 hours ago, g4borg said:
this has been said btw. a lot by now, so this should not be too new information to anyone, aim assist pretty much works in 2d.
and even invisible markers can trigger
question that arose since i used it now a bit, and also used a lot of tackler in this mess is…
…does aim assist keep lock on cloak at least for a while?
i always knew it about camo… but even crazy manouvers after cloaking seems to keep the front blaster shots coming.
was this also why rotation keys and extreme rot builds were so hard to hit? the aim assist basicly screws u, if flying a curve offsets linear target leading prediction, in theory. or is it target-id based and not really a prediction based system - since the shots also follow a target if it displaces itself…? questions about questions…
Aim assist is just adjusting angle to snap to the lead marker. Nothing less, nothing more. When I started playing this game the very first thing I noted that the lead marker shows where that ship will be if it will continue to fly that vector and speed for the time your projectile needs to fly to that target (it’s simplification of course, but approximation is pretty good). So if you do ANY non-linear movement in any axis (direction or speed wise) - you can screw the aim of any ship with aim-assist on. That’s why the first lesson for the intie pilot is how to press Q+A or E+D simultaneously :). In case of the Front-Blaster - THIS:

was usually sufficient to avoid most of the incoming front-blaster projectiles in the games I played yesterday and two days ago. You need speed, strafe, rotation boosted and tackler is a bigger ship than this intie, but honestly I was mostly killed by zuz with Orelus + focusing laser than front-blaster abusers. Still - I lost any interest in random PvP as the current teams are 80-90% covert-opses and there is no tactic at all.
I remember some time ago someone was complaining that the games are too static and he misses intie furballs - I hope that guy (I don’t remember who was that, sorry) enjoys the game rn
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