Main weapons: auto-aiming-turrets mode

I suggest a mode that would switch main weapons into auto-aiming-turrets mode (and back). Here: [http://forum.star-conflict.com/index.php?/topic/30342-contest-ultimate-destroyer-concepts/page-5](< base_url >/index.php?/topic/30342-contest-ultimate-destroyer-concepts/page-5) I suggested::

 

 

AI-mainframe controlled Phalanx close-in weapon system (CIWS) multiple target selector and tracker. Selects the locked target as target for AI-controlled XO-1 solid-state auto-laser weapon system. So 1 left mouse click will lock 2 CIWS auto-turrets to the tocked target. 2nd left mouse click will lock another 2 CIWS auto-turrets to the locked target (…) This goes on in a cyclic way with the first gun pair. A special key can cancel all target locks, switching off the CIWS auto-turrets (like in key binds: ‘Cancel Lock’ key). A special key can link the CIWS auto-turrets to the AI-controlled active phased array radar (AI-APAR). On activation it switches the main weapon gun pods into auto-tracking mode, they now automatically fire at enemy ships until deactivation (like in key binds: ‘Lock any enemy’ key).  (…) The player can concentrate on an escape route while the ships AI-mainframe auto-attacks enemy ships (like the Destroyer’s plasma turret modules for example) with its main weapons.
* Select between (thermal damage lasers):
    -  Ytterbium-doped YAG (Yb:YAG) laser (0.1 spread, close range)
    -  Neodymium-doped YAG (Nd:YAG) laser (0.4 spread, medium range)
    -  Titanium-sapphire (Ti:sapph) laser (0.6 spread, long range)

No.

Even better idea if the locked enemy explode by itself.

Even better idea if the locked enemy explode by itself.

Don’t you think spending time to lock onto an enemy is a waste? I think it would be better if the enemy exploded when you look really hard at it in a destroyer.

 

I appreciate the effort you(avarshina) put in that destroyer thread but I’m afraid it is wasted.

NO. Learn to aim.

24/7 A1MA approved… not

No. We had A1MA auto-aim, and it was one of the worst periods the game ever had (because of course the devs took weeks to fix it, as with any other major issue like the white damage Christmas weapons)

(because of course the devs took months to fix it, as with any other major issue like the white damage Christmas weapons)

Should add autopilot to this suggestion too then we can be done with the whole messy business of flying ships. :fed014:

No. We had A1MA auto-aim, and it was one of the worst periods the game ever had (because of course the devs took weeks to fix it, as with any other major issue like the white damage Christmas weapons)

Thank you for the constructive input, millanbel.

“weeks to fix its” - Did you mean to say the devs had a hard time to balance it in?

 

P.S.: In what kind of an implementation did A1MA auto-aim formally came in the game: mode for main guns, active modules?

Don’t you think spending time to lock onto an enemy is a waste? I think it would be better if the enemy exploded when you look really hard at it in a destroyer.

 

I appreciate the effort you(avarshina) put in that destroyer thread but I’m afraid it is wasted.

Lol -  :fed007:  look of death !! Thank you for the input!

 

I would argue:

*I see my suggestion primarily as a means to get variable cap ship management. 

*A1MA active module I know, it drains much energy, and right, it is still hard to get the lock on very agile, very close enemies.

*I was adding time to lock on different targets, because we already have this auto lock on functionality from Options > Game (can be switched off)

*If A1MA auto-aim was not that good, it somehow still is present in the destroyer’s multi purpose modules: Plasma Turret and Blaster Turret, respectively.

P.S.: In what kind of an implementation did A1MA auto-aim formally came in the game: mode for main guns, active modules?

A1MA has been different in the past, it worked as full aimbot and automatically gave you bot aim for a very short period of time (2 seconds or so) with a cooldown of 20 seconds. Basically this was enough to wipe out anything except frigates with one assault in a gunship, Covert Ops or Long Range Frigate.

It was so strong that people prefered taking T4 ships to T5 Sector Conquest just because of that module (Since it was just avaiable to T4.)

Thank you for the constructive input, millanbel.

“weeks to fix its” - Did you mean to say the devs had a hard time to balance it in?

 

P.S.: In what kind of an implementation did A1MA auto-aim formally came in the game: mode for main guns, active modules?

 

They… didn’t listen to us that it was OP and didn’t balance it at all. As for how it works, OmegaFighter explained well in the post above.

No. Auto aim would remove completely any skill requirement for the game, and make it a game where who has higher numbers win. 

Is anyone actually using the current iteration of A1MA?

 

I bought it out of curiosity a couple days ago and was wondering about the insanely high energy cost to run. Perhaps some command fighters (or gunships during overdrive) could use it against interceptors reasonably, but I haven’t tested yet.

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No. Auto aim would remove completely any skill requirement for the game, and make it a game where who has higher numbers win. 

 

I see what you are concerned about, but think it through more profoundly, pls.:

-aren’t there other assets for winning, like knowledge of best positions behind rocks in map for your slow super-tank killer-guard or weak-overtuned reaper gunship?

-its a tweakable thing an issue of balancing - auto-aim may be less accurate / higher spread than average players’ aim, etc.?

-I had only auto aim gun pods for sub-destroyers in mind to begin with , why should interceptors at all go for a kill-run towards a destroyer in the first place, be reasonable, in real life these were called kamikaze for a reason and it took many of them to sink a real destroyer!

 

 

Maybe not for all ships !

 

Yes, I would like to see it for:

  • sub-destroyers instead of auto-aiming Plasma turret/Blaster turret active modules

  • long range frigates in sniper / guided missile mode

 

Yes, I would like to see it with this quality:

-aim  precision below average (because it is not a win nor a killer instrument, but an escape help, open space commodity)

-turret agility restricted , etc…

 

Yes, I would like to see it because:

  • balance between pro and new players (growing manual aim skills would disencourage its use automatically)

  • opening different play styles

  • encouraging support roles

  • possibly enhanced tactical play (change of positions more frequently, not so much trenching etc.)

  • measure against spawn-point overrun

 

O.K. thank you for your fun, help and insights

There is nothing to think about here. You are asking for a way to literally aimbot in this game.

 

I have seen some stupid suggestions on this forum by WolfKhan and Fox in the past, but this one takes the cake.

I think it would be better if the enemy exploded when you look really hard at it in a destroyer.

AHAHAHAHAHAHHAHA I xxxx EXPLODED WITH THIS ONE!!