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A better auto-aim for leading shots


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Problem:

 

Recently I've been trying Striker, and I noticed that it's basically impossible to hit a moving target on a different level. The reason for this is that for the auto-aim system to work, you have to point directly at the target's CURRENT position. But we all know how "leading" works - you have to aim at where the target WILL be, not where they CURRENTLY are. Now with normal insta-hit weapons this isn't an issue for obvious reasons. But when you're using a non-insta-hit weapon like Ricochet or Striker, it's basically a dilemma - you can either get auto-aim and miss, or you can lead them, and since that means you're not pointing at their current position, you won't get auto-aim and you'll probably miss anyways. This is especially prominent with Striker because that weapon has a pretty long reload, so each shot actually matters, unlike Twins and Ricochet where there's still a pretty good chance you'll get a hit within the next second or so. 

 

 

 

Solution:

 

My proposed solution to this is a new system that I'm calling "One-time Vertical Lock-on". Basically how this system works is that every bullet has a "lock-on angle". This is basically the bullet's vertical auto-aim angle. At any time during the bullet's trajectory, if it detects an enemy within this angle above or below it, it will immediately angle itself to that enemy's location. This can only happen ONCE per bullet, and it still follows the normal rules for auto-aim, which means the bullet can only aim itself at enemies that it has a direct, unobstructed line of sight to. 

 

 

 

Why this?

 

This solution is good because it actually allows for leading targets and still getting auto-aim, since auto-aim will no longer be restricted to only working if you don't lead. 

 

Another method I considered was that it would only auto-aim if it detected that you were leading the enemy, based on the enemy's current speed. This sounds reasonable, right, since it actually promotes leading? Well, the issue with this system is that it does not account for sudden movement changes, like if you were trying to "juke" the shooter. The shooter can't counter this juking because if they tried to they suddenly wouldn't be "leading", according to the system, and we're back to square one again. Meanwhile, the "One-time Vertical Lock-on" system would not have this problem, since if at ANY time the target crosses paths with the bullet, the auto-aim would trigger. 

 

juking_example.jpg

 

Here's an example. Let's say that guy is speed boosted or something. According to his current movement pattern, the game would say "hey you should aim at this red circle" and I would have to aim there to count as "leading" him and get auto-aim. But I know he's gonna juke, so I'm going to have to aim at the green circle instead to counter that. With the "only if you lead them" system, I would not get auto-aim from that and that's dumb. But under the "One-time Vertical Lock-on" system, it would work. 

 

The final thing I like about this system I'm proposing is that it still makes sense with insta-hit weapons! Technically speaking, insta-hit weapons will do this thing as well, it's just that the lock-on happens as soon as you fire!  :D

 

 

 

What do you think? 

 

:)

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Valid

 

Learning how to lead your shots in order to hit moving targets is part of the skill curve for turrets like Striker and Ricochet. Your idea makes sense, but I think many players will disagree with you, stating that it will make the turrets overpowered, too easy to use and way too difficult to fight against.

Edited by Thiedes
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Under review

 

Learning how to lead your shots in order to hit moving targets is part of the skill curve for turrets like Striker and Ricochet. Your idea makes sense, but I think many players will disagree with you, stating that it will make the turrets overpowered, too easy to use and way too difficult to fight against.

Well of course leading should be required, I agree with that. But it seems that you think this idea is to reduce the need for leading? It isn't. 

 

I'm trying to address the issue that when you lead a moving target, the vertical auto-aim doesn't work. I don't think that's a good thing; it feels really BS and I don't think it should be there. 

 

Think of it as just a better vertical auto-aim system. 

Edited by thesquarerootof2
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No I use Striker and I can say that it just takes some time to get a used to it. Once your aim is fixed, Striker is very powerful.

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Under review

 

Learning how to lead your shots in order to hit moving targets is part of the skill curve for turrets like Striker and Ricochet. Your idea makes sense, but I think many players will disagree with you, stating that it will make the turrets overpowered, too easy to use and way too difficult to fight against.

Striker is now really UP while Thunder and Smoky are OP because they are much easier to use due to instant shot. Striker needs a buff for sure, the rockets need to be faster.

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