Jump to content
EN
Play

Forum

Autoaim improvement


Recommended Posts

This post was inspired by a CTF game I played about 5 minutes ago. I could have had one last shot at the flag carrier before they capped, but because there was one enemy slightly closer (but lower down), the autoaim decided to make my shot go for them rather than the flag carrier. Obviously this leads me to suggest that there should be a way to toggle between which enemy to shoot at for a given direction. SInce there is likely not to be more than 4 "layers", I believe this idea can be implemented even without the red aiming outline [as I am aware of, and waiting for(!!!), the option to turn off red boxes to be implemented]. 

It is however not impossible for more than 4 tanks to be along the same direction, however I suggest that if the number is above 4, that firstly a flag carrier/ball carrier is targeted. I believe this will practically make little difference, as there are very few occassions where you get 5 tanks within the same direction but at 5 different elevations. 

I suggest that the user be able to choose whether to use autoaim or whether to use this feature, as the added complexity may not be to everyone's taste. 

The elevation would be determined by the following: assume the player's tank to be at the origin. Then, the aim of the tank will be some line (but when factoring in h, it will be a subset of a plane) in the x,y-plane. Ie, the aim will be some vector (x+-h, y+-h, 0), where h is bult in to cater for the horizontal autoaim and the width of the tanks you are aiming at. Say there are exactly 4 tanks in this direction relative to the player. Then, the player can press the "\" key to toggle between 1, 2, 3 or 4 (after some practice, fairly quickly), allowing you to decide which tank to aim at. The tanks will be ordered based on the z value of their positions relative to the player. 

 

Lastly, if the player has selected "4" and there are only 3 enemies, then the 4 is treated as 3, and if the player has selected 3 when there are only 2 enemies, then the 3 will be treated as if it were 2. Ie, if the player has picked n, where there are m enemies with n > m, we take (n-1), (n-2) until this equals m.  

Share this post


Link to post
Share on other sites

  • Head Administrator

Under review

Declined

The point behind your idea is good but what you suggest is really complicated.

Share this post


Link to post
Share on other sites

I think it should be just a single key (such as control) that toggles between enemies. We already have a visual tool for it — a red outline around the tank you're aiming at. So when you press the key, the outline will switch from tank to tank and you'll be able to choose which tank to aim for.

The problem is that this requires implementation of new functionality, meaning extra work, as well as addition of a new key, meaning it makes controls more complex and not that many people will even bother to use it. Also, it's not all that often that you need to actively choose between enemies in a vertical line, so something as simple as always targeting the flag carrier would probably suffice.

Share this post


Link to post
Share on other sites

Rather a simple solution is to give an option to turn off autoaim. Humans are waay better than computers. So it would be better to leave the shot planning to us which will really help in the case of Railgun.

Share this post


Link to post
Share on other sites

First the auto-aim is choosing the nearest enemy to your turret elevation, if you shot was on the flag carrier it will always hit him. But if it wasn't near the flag carrier it will hit another enemy.. In this case your shot is probably went to the air, but the auto system helped you to shot another one.

Also the vertical aiming is just too rare and mostly happen and gone in a moments.. It's a quick pace to select the enemy manually with a toggle, and the 4 tanks in your vertical line one or two of them will move and come back in a seconds that will ruin the toggle key. If you have tested Vulcan and tried to shoot 2 players in a vertical line, you will notice how your shoots are just dispersed and go up and down from one to another because any slight move can make an impact to the system. So it's really hard to toggle.. it changes in every second

Also isn't your "/" key is the actual returning the turret key in WASD controlling mode ?

Share this post


Link to post
Share on other sites

1 hour ago, Maf said:

I think it should be just a single key (such as control) that toggles between enemies. We already have a visual tool for it — a red outline around the tank you're aiming at. So when you press the key, the outline will switch from tank to tank and you'll be able to choose which tank to aim for.

The problem is that this requires implementation of new functionality, meaning extra work, as well as addition of a new key, meaning it makes controls more complex and not that many people will even bother to use it. Also, it's not all that often that you need to actively choose between enemies in a vertical line, so something as simple as always targeting the flag carrier would probably suffice.

Yes, but this wouldnt help those (like me) who want to turn off the red outline. But maybe something easier would be to just toggle between closest enemy, ,and flag carrier\ball carrier? As well as the option to turn off autoaim alltogether, which for railgun would mean I get to practice my vertical aim as well. There is already an augment for railgun that does something similar. 

 

Edit 1: Regarding the \ key, yes this does center the tank in WASD.. I think this should be something we can change without going to options, as it otherwise defeats the purose of the idea. But if we can find a suitable key... I'll have a think..

Share this post


Link to post
Share on other sites

8 minutes ago, r_Fish.tank980 said:

As well as the option to turn off autoaim alltogether, which for railgun would mean I get to practice my vertical aim as well.

? Good luck with that.

If you want a taste of what it will be like — invite a friend into a PRO battle with friendly fire on, get on the same team, and try to hit him from various angles.  

Share this post


Link to post
Share on other sites

2 hours ago, Ironmantonystark said:

Rather a simple solution is to give an option to turn off autoaim. Humans are waay better than computers. So it would be better to leave the shot planning to us which will really help in the case of Railgun.

I think now we are talking about vertical autoaim, you can't turn that off.

Share this post


Link to post
Share on other sites

  • Head Administrator

Status changed to - Declined

As I mentioned above, what you suggest is too complicated. 

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...