Star Conflict OBT v.0.9.6 Discussion

?? Then explain me why aiming PERFECTLY at the reticle with railguns on a fighter is equal to 90% miss rate, I can’t get it.

Which reticle? What distance? Which gun?

 

Possible causes include:

  1. Spread.

  2. Maneuvering ship at high speed at sufficient range to not be where predictor would assume it to be.

  3. Parallax errors between camera and ship due to being too close.

  4. Lag.

 

For me, #3 is currently by far the worst.

I played some matches today with a ping of 150 and my shots still trail behind the target if I use the marker. I understand that you somehow don’t have that problem but please stop dismissing those that do as scrubs and newbies unworthy of the game.

I’m not dismissing them. I’m simply saying that people like myself should not be gimped by giving these people aimbot. Shooting skill should be a significant aspect of a PC shooter game.

Luckyo i think he meant something closer to ‘perfect conditions’.

I’m not dismissing them. I’m simply saying that people like myself should not be gimped by giving these people aimbot. Shooting skill should be a significant aspect of a PC shooter game.

lol aimbot.

It would more be an aim assist, and previously no one had any problems with it, but suddenly you do? lol

lol aimbot.

It would more be an aim assist, and previously no one had any problems with it, but suddenly you do? lol

Everyone who knew how to play had problems with it. Specifically, with the way it simplified the game so much, that in most cases answer was “point in that direction, right mouse button, left mouse button”. And no amount of skill could counter it.

 

That’s why guards were, and to extent still are broken OP. Low skill ceiling, extremely high effectiveness.

Everyone who knew how to play had problems with it. Specifically, with the way it simplified the game so much, that in most cases answer was “point in that direction, right mouse button, left mouse button”. And no amount of skill could counter it.

 

That’s why guards were, and to extent still are broken OP. Low skill ceiling, extremely high effectiveness.

 

You are talking about the modules that don’t require aiming like plasma web or spy drones right ? This have nothing to do with the current ‘aimbot’ controversy, I would even applaud if such modules would suddenly require you to aim them like a rocket or something.

 

Edit: I never even heard someone complain about the aim assist before, not on this forum, not on the global chat, not even in my corp.

Lol, you are funny.

No one said anything about it, nor did anyone care. It worked, and you are making it sound much easier than it was. You didn’t need epic skill no, but why would you? This is a game, we play it for fun, not as a job.

 

And how are guards OP? 

You are so close minded it is actually making me feel stupid just talking to you.

You are talking about the modules that don’t require aiming like plasma web or spy drones right ? This have nothing to do with the current ‘aimbot’ controversy, I would even applaud if such modules would suddenly require you to aim them like a rocket or something.

Yeah great idea! Let’s make each active module also something we must aim! Because how could that possibly make this game stupid…

Yeah great idea! Let’s make each active module also something we must aim! Because how could that possibly make this game stupid…

 

Well if it’s stay forever as it is I wouldn’t mind either. And on second thought you are right, I should shut up or the dev are going to try to “FIX” it.

Which reticle? What distance? Which gun?

 

Possible causes include:

  1. Spread.

  2. Maneuvering ship at high speed at sufficient range to not be where predictor would assume it to be.

  3. Parallax errors between camera and ship due to being too close.

  4. Lag.

 

For me, #3 is currently by far the worst.

 

The red reticle who tells you where you are supposed to fire, and guns, railguns, both gauss cannon and the other one, and any distance, even close distances is awful.

?? Then explain me why aiming PERFECTLY at the reticle with railguns on a fighter is equal to 90% miss rate, I can’t get it.

 

OHHHHH… wait!!! Is taht what you guys are doing??? … lol i didn’t undertood. 

 

Basically the reticle is wrong… it always been… u should look at it more like an arrow indicating diretion than as target.  U haven’t to aim that… what’s changed is this: before the aimbot was taking your bullets on the target … now withouth the aimbot if u aim the reticle you just miss.

 

Anyway as far as i understood from russian forum translation they are already working on that iusse… and probably we ll have a “real position” reticle soon…

 

Still u ll have to aim that correctly…

The red reticle who tells you where you are supposed to fire, and guns, railguns, both gauss cannon and the other one, and any distance, even close distances is awful.

It’s bugged at the moment. They did something to its logic in last patch that made it not work properly at close ranges. I suspect they removed or messed up with parallax error compensation mechanisms, because it gets less accurate for me the closer I am to the target. At 400m or less, I basically have to aim manually on a dodging target.

 

It seems to function normally at long range though. I have no problems hitting people with positron cannons at 6km out. I do have problems hitting the finisher after EM torping the guy in my face to into EB apparently because of parallax error resulting in shots going into really weird directions. Same goes for shooting shrapnel on an interceptor. I had guns actually try to fire almost towards the nose of my ship, and shot from left gun visibly missing the enemy because it goes wide to the right, and shot from right gun goes wide to the left. It’s pretty messed up.

The indicator was always problematic at close range vs fast targets.

oh, and for the record: i rarely torp beacons… it just doesn’t make sense any more after the patch. i always wait until the target is within 1km. unless its a last ditch to prevent a station bomb plant.

 

 

i really dont know what there is to argue about… the gauss is useless and i see no change in other guns… positrons better in some cases, worse in others but overall the same.

 

in the end TTK doesn’t really matter all that much as long as you leave the 1HK out, or keep them to a bare minimum. what really matters is the feel and efficiency of the guns under various conditions…

 

 

bad analogy. the greatest distance in COD/MW is what? 100m? you can throw a knife further than that…

 

we’re talking about kilometers here. if you compare the size of the target, then the actual spread you need to hit that target is MUCH smaller in SC than any FPS… even battlefield…

 

ie: at 5km, you need 0.2 degrees of spread to reliably hit a stationary target the size of 100m x 100m.

 

at 100m in COD, you need 0.2 degrees of spread to reliably hit a stationary target the size of 2m x 2m.

 

several issues: COD weapons are hitscan… (ie: no travel time)… inties are smaller than 100m x 100m. they also move at 500-700+ m/s (1800-2520km/h), what’s the highest speed on COD/MW? maybe 10-15km/h? 120-210 times slower??? 165 times slower as an average?

 

for comparison, it means that a target in COD, 100m distant can traverse the same arc (in radians/degrees) an inty can at 16.5km…

 

basically, units can move about 3-5 times faster than in COD… in relative terms, and weapons are projectile, not hitscan… (better example would have been battlefield, but even that has problems i can shoot down).

 

in fact, most FPS use hitscan because of the short distances involved. so it means projectile travel time would be negligible, and it also complicates CQC battles due to latency. so weapons like shotgun and snipers (extremely short ad long range) are almost always hitscan, because that’s where latency matters the most.

 

in battlefield they aren’t, but battlefield ‘stretches’ the player hitbox the faster they move, in effect, the faster you move in BF, the easier you are to hit to combat bad hitreg. more speed = stretching of the hitbox in the direction of motion.

 

so you see, every game compensates to some degree for laggy conditions.

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also, there’s something to think about. if your ship is in the center of that circle, then:

 

dark blue lines represent the angle your target will traverse when moving along the red line (from top to bottom).

 

however, if the target alters their trajectory to follow the orange line (same distance), they can actually traverse a larger angle (the light blue line).

 

but… their traverse rate will not be equal. it will be lower before the purple line (further away), and higher after it (closer). on average, the traverse will be lower over the entire distance. it’s better to use to close the distance vs short range guns because your traverse is highest were it matters vs them. vs long range guns, the red trajectory offers a better traverse.

 

Dude, i think u played Eve online, only there ppl would take the work to explain angular velocity vs tracking speed.

 

Btw, nice post. I like to see math (and physics) explaining why things are broke.

You are talking about the modules that don’t require aiming like plasma web or spy drones right ? This have nothing to do with the current ‘aimbot’ controversy, I would even applaud if such modules would suddenly require you to aim them like a rocket or something.

 

Edit: I never even heard someone complain about the aim assist before, not on this forum, not on the global chat, not even in my corp.

I’m talking about the abandonment of non-frigate ships in upper tiers in both in 0.8.0 and 0.9.4, as most frigates adapted the “just point and shoot at about the right target after you put enemy into EB with one shot missile/pulsar”. It basically made piloting skill irrelevant in higher tiers, because you would essentially hit the finisher. Now it can actually miss.

 

The problem actually started long before, in 0.7.x. with stab rails being the most popular weapon in the game because of power of aimbot in the game. You had a weapon with almost 100% hit chance as long as you aimed it “about right” resulting in all ships, even interceptors carrying it. Stabs were powerful because they were the weapon that got most out of the in game aimbot.

 

This change effectively fixes this issue by forcing you to actually aim your guns all the way, increasing skill ceiling of the game significantly and reducing the dominant effect of cookie-cutter tactics such as “EM torp into finisher with positron” which worked even for newbies and effectively neutered interceptors two patches ago, to the point where even hardcores who only want to fly fast ships had to switch to federation gunships.

OHHHHH… wait!!! Is taht what you guys are doing??? … lol i didn’t undertood. 

 

Basically the reticle is wrong… it always been… u should look at it more like an arrow indicating diretion than as target.  U haven’t to aim that… what’s changed is this: before the aimbot was taking your bullets on the target … now withouth the aimbot if u aim the reticle you just miss.

 

Anyway as far as i understood from russian forum translation they are already working on that iusse… and probably we ll have a “real position” reticle soon…

 

Still u ll have to aim that correctly…

 

then the only xxxx i can do is wait till this thing is fixed and play with damn lazors or bubbles?

It’s bugged at the moment. They did something to its logic in last patch that made it not work properly at close ranges. I suspect they removed or messed up with parallax error compensation mechanisms, because it gets less accurate for me the closer I am to the target. At 400m or less, I basically have to aim manually on a dodging target.

 

It seems to function normally at long range though. I have no problems hitting people with positron cannons at 6km out. I do have problems hitting the finisher after EM torping the guy in my face to into EB apparently because of parallax error resulting in shots going into really weird directions. Same goes for shooting shrapnel on an interceptor. I had guns actually try to fire almost towards the nose of my ship, and shot from left gun visibly missing the enemy because it goes wide to the right, and shot from right gun goes wide to the left. It’s pretty messed up.

 

This. I love positron cannon, and I hit everyone at 6km the problem is that at that distance the damage is bullshit, then in close ranges vs ceptors or fighters (that I always could hit, dunno if because the aimbot) I cant hit xxxx, seriously, now Im using coil mortars because the aoe dmg :confused:

The indicator was always problematic at close range vs fast targets.

Not to the point it is today. Not even close. I say this as someone who used to fly with rapid fire rails with great success back when most people thought they sucked so much, they should be buffed massively. As a result, I have a great degree of melee range combat experience, and I’ve never seen aiming behavior that is so difficult to handle. I’m not sure what the new logic is, but it seems rather strange. It may help me adjust if I was told what the logic is exactly but we’re not told that.

This. I love positron cannon, and I hit everyone at 6km the problem is that at that distance the damage is bullshit, then in close ranges vs ceptors or fighters (that I always could hit, dunno if because the aimbot) I cant hit xxxx, seriously, now Im using coil mortars because the aoe dmg :confused:

Install horizons. They really help it. Though one thing I do have problems with is the min spread even with implant and one guidance module - at extreme ranges only a few barrels hit smaller targets, most miss due to spread. It does land delicious crits on frigates even at long range though as they are big enough for spread not to let individual shots miss.

 

In melee range, all weapons are sort of borked because of aiming logic being a mess. About the only weapons that aren’t are the rapid fire guns that you can correct by watching the stream (lasers, assault rails, RFP) and singularity/mortar because of projectile size/proximity fuse.

Regardless of any argument the fact remains that the weapon guidance system is a distraction more than an aid and should either be fixed or removed, or given the option to disable.

 

I know I won’t gain any pity here because everyone hates snipers, but I’ve been trying to level up my sniper ship so I can get the Styx, and it is HORRIBLE inaccurate on anything but frigates.

 

Before if I was _ skilled _ enough to hit the guidance marker on an interceptor even at 10,000 m, I could actually get a hit. Now it is completely useless, no matter how perfectly I align the cross hair. 

 

Emphasis on Skill because although it may “predict” for you, it’s still hard to get it on your target. I find Luckyo’s argument that lasers require skill to keep them on the target contradictory to his statement that the weapon guidance required no skill. The same logic applies, if you kept your cross hair lined up, you were rewarded.