Remove manual turn keys from game OR...

A good ship which work as counter is a command with phaser.

I’ve seen people going near them and following their movements with their own ships. It seems to work.

Getting near them in a cloacked tackler with a drone sometimes works, but usually that tackler gets killed from someone else

I’ve seen people going near them and following their movements with their own ships. It seems to work.

 

Indeed it works, but it’s one of the 10% from all avaible guns that works and it’s restricted to commands.

 

Edit: ah you mean following them, well that works with another ceptor, but you need proper weapons otherwise it’s useless.

A good ship which work as counter is a command with phaser.

detonating bubbles?

detonating bubbles?

 

No, the normal shot have enough speed to hit 90% of them.

Indeed it works, but it’s one of the 10% from all avaible guns that works and it’s restricted to commands.

 

Edit: ah you mean following them, well that works with another ceptor, but you need proper weapons otherwise it’s useless.

I was thinking about a bubble fed gunship/tackler, but I think that a ceptor works just fine.

No, the normal shot have enough speed to hit 90% of them.

Didn’t really try that as Command is not in my lineup ever

And the best counter for this is black hole XD

Thanks for the explanation. I can understand where you are coming from and the data (though a bit anecdotal) seems sound.

I would like to add though, that you mentioned Aim Assist. Would it not be better to advocate for improving that, or weapons spread? In a game where players can move and turn so quickly (regardless of these turn keys) would it not make sense to have some form of coded compensation if the aiming is reasonably close?

 

For another answer, what if manual turning was locked to only one turn key use at a time? That way people can still use it but it is much easier to get hit. I can agree with two axis turning being too much.

 

And I like improving coil mortar proximity fuse. It’s impossible to hit most ceptors with it and it would provide a nice alternative to forcing lasers or mass driver which suck vs frig/destro. And destros are ****ing everywhere…

Here is how  built-in AimAssist works:

 

As long as you click “fire” when your aiming reticle within a certain distance from a centre of target leading reticle, your shoot will be adjust for Ping and directed at where target would be if it would be moving straight from the moment of the shot, which is necessary evil for this game, it is there and it is definitely needed, but the downside is that as long as you have that enabled, most of the time you cant take “leading” shots, because your projectiles will be redirected to hit a centre of targets hit box, and that is what Manual turning is interacting with to achieve such great dodge ratio.

 

Again, I am not vouching for removing manual turning functionality or limiting such movements in game at all, I am against how CAMERA works during performing such maneuvers, it is not only easy to perform basics of it which yield very high rewards for low effort, but it makes it even easier to Aim.

 

And I agree with Sponge point of players mentality, such mechanics made new generation of  players believe that this is the ONLY way to play interceptors, and without it they are practically useless, which is absolutely not true.

There are some turn key inties in this match ;p One way to deal with the “hold it down and not be aware of your position” ones XD

 

0:54

1:46

3:23

4:00 (I stuffed up on this one, could have taken more health XD)

 

Tnx Rennie for the vid, i guess it’s explain a lot more than my words.

Next time if you can show also what happen when you are not in so close range, that wuold be even more clear.

 

And (yeah ok this is weird coming from me) tnx to Kostyan for tecnical explanations.

And (yeah ok this is weird coming from me) tnx to Kostyan for tecnical explanations.

Smith-volvera-proyecto-Cortesia-Emol_NAC

Git Gut. Instead of complaining about how others “cheat” u should just play, work as team and stop whining.

Git Gut. Instead of complaining about how others “cheat” u should just play, work as team and stop whining.

 

Oh god…

Git Gut. Instead of complaining about how others “cheat” u should just play, work as team and stop whining.

You sound like a guy who is heavily reliant on such a button, are you not?

You sound like a guy who is heavily reliant on such a button, are you not?

 

Shots fired!

Its actually bad to use automovement in T2 because the turn speed is normally so slow you become a very easy target.(yes I did some t2 bashing I m an xxxx)  As soon as you get to the higher tiers the turn key is very very powerful.

 

I almost always use it against destroyers as their auto turrets will constantly miss and you can apply all of that 200-300K ehp damage to destroy them.  I think the main problem of auto movement is in T4-T5.  Where the turn speed can be cranked up so high its very hard to hit interceptors.  And avoiding missiles is a breeze.  I would not like to see this feature disappear just simply set a turn speed limit on automovement.

Git Gut. Instead of complaining about how others “cheat” u should just play, work as team and stop whining.

Niripas is that You???

wow, what a nice thread this has become.

 

 I remember discussion with people from OWL where they were saying  that this type of flying doesn’t have much sense, cause sometimes you are not doing 100% damage because of turret location.

now that one would be interesting. since i have set those buttons in the time i was only flying eagle-b and alligator (valor) every day, i can only tell, i never cared about gun damage reduction, i just shoot, aim and shoot some more.

Albeit, it is logical that rotating shooting should be affected by it; maybe as said in this discussion, not enough, maybe not at all. Since I am not sure how it works, I would be thrilled to sort that out.

 

Otherwise, i gotta note, owl members have personal opinions, we also sometimes shout at ourselves and if I write sth. it’s not always built by my opinion but the mix of the different persons interacting with me. So I can’t say, that said statement is something like an owl-wide consensus, I can’t even remember anything about it.

 

 

I would not say my ceptor skills are maximum in every way, but this problem is particullary smaller to me, personally, as my fits and flight style actually deals nicely with a looper, and as old CO guy i tend to fit every ship with a ceptor to kill in mind; I do however sometimes see that the effort it costs to remove such a pilot can be too extensive, and if everyone in my team is struggling, gunfire going nonstop to nowhere, and I have to do the kill, it can be just a deathtrap for me the entire game, especially since I am not known for cautious tactics. So it’s not bad to have actually to have some skills to hit fast moving objects, or things you can do to increase your chance, its just the risk/reward being so in their favor.

 

I would be against to remove those buttons completely to be able to steer the ship in this detail, just dont make it so easy to be effective in it, if you press it non-stop, like, forever.

Interestingly, kostys quite detailed explanations reveal to me, he actually has a similar critique.

Albeit i am not sure, what moving the camera differently would actually change. The fact remains, if i hit that button, i reach maximum rotation in seemingly an instant, while moving the camera still is a relative movement / more analogue kind of control. I think that should be the aspect to think about. So think about it as a controller, and give it some tiring out. Or more focus on reducing gun effectiveness. Seems like two good points to start.

 

So dunno, what else we are arguing about here, skillz? numbers? Lets do spreadsheets. Having high stats is not always an objective measure, especially if someone cares to keep them high;

By trying to keep them high at all costs, albeit in another game, I learned, actually already becomes the process of lying to myself, and only leads to rage and blaming others for their incompetence and injury on ones numbers making one a bad loser; its like a virtual vent for subconcsious anger about mistakes. Just forget stats as epeen, dont argue around it. Use them for personal measurement. So we all got nice stats compared to the average ones, lets be happy and try to get more excited, that there seems to be some overlap in the feedback :slight_smile:

 

The only thing stats cant hide is obvious flaws or tendencies in base performance, but they can hide a lot about everything above that.

 

  • “Those are some nice stats, sir, but they won’t help us NOW!”

Its actually bad to use automovement in T2 because the turn speed is normally so slow you become a very easy target.(yes I did some t2 bashing I m an xxxx)  As soon as you get to the higher tiers the turn key is very very powerful.

 

I almost always use it against destroyers as their auto turrets will constantly miss and you can apply all of that 200-300K ehp damage to destroy them.  I think the main problem of auto movement is in T4-T5.  Where the turn speed can be cranked up so high its very hard to hit interceptors.  And avoiding missiles is a breeze.  I would not like to see this feature disappear just simply set a turn speed limit on automovement.

They will never set hard cap on that, that is the problem, now every player with some spare credits, vouchera can setup a grey falcon, hold 2 buttons together and go in a death spin cycle with it…