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Rugby ball pass auto-aim


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Problem: Current Rugby Ball has no control to thrower for accurate throws and only has a weak default throw that is usable. Passing is impossible and inefficient. 

 

Solution: Add an auto-aim feature to the ball. This will allow:

1. Users ball to travel always at the desired distance.

2. Slight horizontal adjustment to the throw as well for maximum accuracy. 

3. The ball to be thrown at a wide set of distances accurately. The set should range from 0 to the range of about an unaltered m4 ricochet. 

4. If no target is picked up, it will be the standard throw it is right now. 

5. Keeps it simple. This is better than a power up bar (like magnum) because it is too complicated that way and too many keys to hold and concentrate on. TO should be fast paced and comfortable to use. 

 

*if this topic is a duplicate, my bad, my internet went out the moment i clicked post new topic the first time i wrote it*

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Under review

 

Seems too complex considering that the ball travels in an arc. Also, would probably get some players frustrated if they throw the ball and it ends up going in the wrong place (this already happens sometimes with turret autoaim). I'd rather just have a power up bar, but you're right about it making controls more complicated.

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Seems too complex considering that the ball travels in an arc. Also, would probably get some players frustrated if they throw the ball and it ends up going in the wrong place (this already happens sometimes with turret autoaim). I'd rather just have a power up bar, but you're right about it making controls more complicated.

To be honest, ricochet's autoaim when you're trying to ricochet it seems to me more complicated. Also, how does it become more complex by having the ball traveling in an arc? I understand that it's turret shots are more linear and this is more parabolic, but this really shouldn't be a problem. This auto-aim feature should make the ball passing more linear at rather short ranges and it will be more arced at medium ranges. It should be a fixed arc when passing the same distance unless height is involved (if it's passing to a different height, it should be almost linear), so it's just measuring how wide the arc is based on distance to passing target, which should allow for a formula for the computer to know what type of parabola the ball is traveling at. 

 

This topic is to make players less frustrated. It's 100% better than no auto-aim at all and with a weak passing ability. If it goes the wrong place, then you aimed incorrectly. Right now, you're guaranteed to aim inaccurately. This gives you a high chance of hitting a teammate. The auto-aim feature will not work on enemies. 

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To be honest, ricochet's autoaim when you're trying to ricochet it seems to me more complicated. Also, how does it become more complex by having the ball traveling in an arc?

True. On second thought it would probably be quite simple to implement.

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Maybe a 10 degree auto aim from what is now, but nothing more.

Your reasoning?

 

What I mean by auto-aim is that it doesn't magically find your nearest ally to pass to. You have to already be pointing at an ally in a straight line close enough for the system to pick up for the auto-aim to trigger.

Edited by sensei_tanker

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Can you clarify on what you mean by this?

It means that if you pass the ball to an ally that ally would likely grab the ball, if you aim carefully.

 

Same speed and distance as today but with an auto aim.

 

I oppose the idea of different distances because that would benefit coordinated teams too much.

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I oppose the idea of different distances because that would benefit coordinated teams too much.

The distances will not be too long (about the range of an un-altered m4 ricochet). To be honest, RGB should be rather fast paced and look at soccer, you can pass all the way across the field (maybe offsides in RGB would be too complicated but would also help with spawnkilling) and people are still saying the game is slow. By enabling slightly ranged passes, it would make RGB more interesting and promote teamwork rather than rushing at the perfect moment while drugging like a mad man. 

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I was playing RGB stadium pro. The other team left and so did most of our team. Three of us stayed and were in the middle of the field passing the ball to each other. It seems that we were able to pass the ball further than passing the ball in battle. 

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I want the ball to go where the turret is aiming if that is not a feature already

30° is the aim

 

Magnum with 60° angle throws ball up

 

We should have it for all turrets

Edited by CabbageRoll

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I want the ball to go where the turret is aiming if that is not a feature already

Yes this will still exist, but now there is auto-aim for change in depth and passing distance. 

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Improvement to this idea: You should have the ability to pass to a teammate within 40 metres(changeable). When you hold down F, your teammates within passing range are highlighted green. When you're aiming at them correctly, it highlights that player purple. Upon releasing F, the ball travels in an arc to your teammate. However, if your teammate is behind a building, the ball shall simply bounce off the wall. Your team mates must stay in passing range when you pass to them.

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Improvement to this idea: You should have the ability to pass to a teammate within 40 metres(changeable). When you hold down F, your teammates within passing range are highlighted green. When you're aiming at them correctly, it highlights that player purple. Upon releasing F, the ball travels in an arc to your teammate. However, if your teammate is behind a building, the ball shall simply bounce off the wall. Your team mates must stay in passing range when you pass to them.

That works, too. I wasn't keen on holding down another button because I only have so many fingers, but this definitely works. 

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It should be magnum aim with fixed power - holding F increases angle

Too complicated and still pretty hard to aim. Just auto-pass if the game senses that your turret is pointed towards a teammate

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