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FL Auto aiming disaster

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FL Auto aiming disaster
Offline Jinx
06-22-2009, 01:12 PM, (This post was last modified: 06-22-2009, 01:21 PM by Jinx.)
#20
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

the autoaim is not useless. - freelancer guns are practicly turrets. - in other games ... the crosshair defines the point of the maximum range of a weapons projectile. - the guns are fixed and the targetting crosshair defines where a fixed gun needs to aim ( or where the ship needs to point to ) - in order to hit the target.

but usually - those games are a lot slower than freelancer ( that doesn t mean that the shipspeeds are slower - but it means that the movement is a lot less erratic ) - in games like freespace , wing commander etc. - ships don t make such a great use of strafe. - take away strafe - and your autoaim suddenly works just fine.

what the autoaim DOES for the player is to define a target on the z-axis relative to the playership. - that means that your guns know ( once you re on the spot ) that the target is at a certain distance to you - and they adjust the angle ( which is often done via the gun-tolerance that adds to the gunmount rotation )

if guns would not adjust itself to the autoaim - their "effective" angle of attack would decrease seriously.

a good example are pebbles. - they are basicly auto-aimed at when you click on them. when you click just next to them, the shot misses by quite much, cause the gun doesn t aim for the pebble, which is maybe 1/4 of the range ( shortened by depth [z-axis] ) - but it aims at the full range of the projectile.

guns in freelancer can focus on a target - that way a large ship can hit with all its weapons when fighting a small ship. - if the guns had no auto-aim, they d aim at the furthest point possible - which means that a small ship could practicly "slip" through the projectiles, even if its right in front of the playership. ( the outer wing guns of a titan wouldn t hit a hammerhead, when the shots did not focus on the center of the hammerhead. )

example of what the autoaim does for you:

[Image: autoaim.png]

getting rid of the autoaim would need a full rebalance, cause ships with a wide wingspan or guns that are located so far from each other that a smaller ship can slip through would gain an additional disadvantage - while ships with its guns in one place would be much much more efficient.




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Messages In This Thread
FL Auto aiming disaster - by Guest - 06-21-2009, 07:05 AM
FL Auto aiming disaster - by tansytansey - 06-21-2009, 07:14 AM
FL Auto aiming disaster - by Turkish - 06-21-2009, 07:14 AM
FL Auto aiming disaster - by Guest - 06-21-2009, 07:20 AM
FL Auto aiming disaster - by tansytansey - 06-21-2009, 07:26 AM
FL Auto aiming disaster - by Seth Karlo - 06-21-2009, 07:00 PM
FL Auto aiming disaster - by Athenian - 06-21-2009, 07:38 PM
FL Auto aiming disaster - by Agmen of Eladesor - 06-21-2009, 07:58 PM
FL Auto aiming disaster - by Benjamin - 06-21-2009, 08:01 PM
FL Auto aiming disaster - by CCI45-px/Probe149 - 06-21-2009, 08:49 PM
FL Auto aiming disaster - by Guest - 06-21-2009, 09:20 PM
FL Auto aiming disaster - by Guest - 06-21-2009, 09:43 PM
FL Auto aiming disaster - by Friday - 06-22-2009, 08:11 AM
FL Auto aiming disaster - by Guest - 06-22-2009, 08:29 AM
FL Auto aiming disaster - by tansytansey - 06-22-2009, 09:15 AM
FL Auto aiming disaster - by swift - 06-22-2009, 09:15 AM
FL Auto aiming disaster - by Horon - 06-22-2009, 09:24 AM
FL Auto aiming disaster - by Guest - 06-22-2009, 09:35 AM
FL Auto aiming disaster - by Pinko - 06-22-2009, 12:59 PM
FL Auto aiming disaster - by Jinx - 06-22-2009, 01:12 PM
FL Auto aiming disaster - by Friday - 06-22-2009, 01:24 PM
FL Auto aiming disaster - by Irra - 06-22-2009, 01:39 PM
FL Auto aiming disaster - by Blackvertigo1 - 06-23-2009, 01:11 AM

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