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Better Aiming system for Gauss and Striker(Salvo)


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I don't know about html5 but in mobile due to having a vertical aim assist salvoing someone is difficult when players are close to each other.  Since gauss and striker can't hold the salvo as good as it used to, it is now very difficult just to hold onto a target.Because of the assist, the aim keeps on jumping from one to other. It is really irritating and often results in changing of strategy at the very last moment. Pls look into this matter.

i am requesting to change the aim assist in mobile for the given turrets 

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So, more specifically, are you suggesting that the aim retention should be increased for TO mobile only?

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Are you saying that the targeting system for Striker/Gauss should still lock on the tank even if is is blocked by the other tanks or what?

Edited by FrozenRailgun

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36 minutes ago, FrozenRailgun said:

Are you saying that the targeting system for Striker/Gauss should still lock on the tank even if is is blocked by the other tanks or what?

Try play gauss and when appears multiples enemies try to alming one without lose the alming because "the next in the line is the priorized and resets the alming"

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After the homing missile is fired, it will look for a route where there are no allied tanks along the way, this frequency will increase based on the striker's level, not that it will exactly solve the ally's problem, such as if he is point-blank, but distances of at least 70 meters for the rocket not to collide with a  ally walking in the middle of rocket, it will take 0.5s to go up and down, and its detection radius of allies near the area will be at least 50 meters in relation to the distance of the rocket, and the ally in question

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@pocrettttt It's a shame, but you're wasting your time asking for this. None of the game developers even know striker exist. They only play railgun when they rarely play their own garbage game. They probably forgot that striker has double damage critical shots. 

A long time ago, I think 4 or 5 years ago, before overdrives, and before the release of like 15 or 20 mostly unbalanced augments, (called alterations back then) striker missiles were slower. Striker had no augments back then.

Have you tried locking on to an enemy up high on a ledge with striker? Currently most or all of the missiles will just harmlessly hit the ledge or the top of the ramp. Even when I manually lift my front end it does this.

But back then they didn't do that. You would actually see all the missiles do a gentle lift upward and over the ledge corner or ramp.

Just one of many half assed things in this game. There just isn't that much love or quality put in this game anymore. 

Don't feel bad though, the game devs ignored all my suggestions and the moderators and random players have mostly dumped all over my many many good ideas I have post on this site throughout the years.

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11 hours ago, Iron_Man said:

Screenshot-2021-11-15-at-10-53-40-Mister

LMAO. You didn't realize that was @master_howitzer on an alt? ?

Its pretty obvious just by the name.

 

 

11 hours ago, Mister_Howitzer said:

Don't feel bad though, the game devs ignored all my suggestions and the moderators and random players have mostly dumped all over my many many good ideas I have post on this site throughout the years.

Its no secret that the tanki community is trash nowadays. Used to be so much better a couple years ago. A few of the mods are so bad that hearing them just makes me wanna consume bleach sometimes. And the developers just have piss poor prioritizing skills. When there's a good idea, they either don't add it at all, or implement when its way too late. Also I've gotten a chance to speak with the lead dev, want to hear more about him, just PM me.

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8 hours ago, Spy said:

Topic merged.

1- My post its not for mobile version

2- The main change of this idea is different of mine, im doing the alming ignore all alies after alm in one enemy, this topic idea is for ignore enemies

3- My idea doesnt fit with striker changes as in this topic title

Alright maybe i have confused what i was mentioned

Edited by pocrettttt
xD

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On 6/10/2021 at 11:19 AM, Newton_Error said:

yes, as @pocrettttt   has stated.

 

Yes it is difficult.  Just like it's difficult for Thunder or even Smoky to hit a strafing hopper.  Comes with the territory.

And how exactly would this aiming system "ignore other enemies" for Gauss?

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On 11/15/2021 at 4:04 PM, Mister_Howitzer said:

@pocrettttt It's a shame, but you're wasting your time asking for this. None of the game developers even know striker exist. They only play railgun when they rarely play their own garbage game. They probably forgot that striker has double damage critical shots. 

A long time ago, I think 4 or 5 years ago, before overdrives, and before the release of like 15 or 20 mostly unbalanced augments, (called alterations back then) striker missiles were slower. Striker had no augments back then.

Have you tried locking on to an enemy up high on a ledge with striker? Currently most or all of the missiles will just harmlessly hit the ledge or the top of the ramp. Even when I manually lift my front end it does this.

But back then they didn't do that. You would actually see all the missiles do a gentle lift upward and over the ledge corner or ramp.

Just one of many half assed things in this game. There just isn't that much love or quality put in this game anymore. 

Don't feel bad though, the game devs ignored all my suggestions and the moderators and random players have mostly dumped all over my many many good ideas I have post on this site throughout the years.

The thing is Flash and HTML5 are 2 separate engines to begin with. The physics are completely different. So I suppose that clears up the part why, the rockets don't behave the way they did in Flash.

Secondly, all of your ideas, at least those which have been merged with category topics and the valid ones, have been forwarded to the developers.

Let's say you have an idea for an entirely new mode or something. Now then, I am just stating a hypothetical situation, not referring to your any of your ideas.

To get implemented, it requires a lot of effort.

There are a lot of other factors to deal with. Secondly, Hazel is indeed the head developers but you should realize that he isn't the owner of Alternativa. I do not exactly know who the owner/CEO or whosoever manages the company or owns it, is, but what I know for sure, is that Hazel does not exactly have the entire liberties to implement whatever he wants. There's a lot of people to discuss with, a lot of people to consult.

Also, they cannot abandon the current development ideas which are halfway done or they are currently focusing on, and work on what you've suggested. Why? They have to complete the current ones first. This is why it isn't possible to implement your ideas, in the next few months or whatsoever. Now this is, if your idea is about introducing something new or etc.

We, the forum team, forward ideas on a weekly basis. That's something I c an personally assure you.

Oh I honestly didn't realize @master_howitzer was you. Sorry about that ?

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@Iron_Man I disagree. this is just my opinion: this hazel guy, the person managing this game, he can do whatever he wants.

Hazel and all the game devs obviously only play railgun, therefor railgun is the the most overpowered item in the game next to viking overdrive throwing the game out of balance.

This critical damage mechanic they put in the game was obviously only for railgun, but they had no choice but the spread it to other turrets like a disease.

when crit damage was first put in the game, critical damage chance was 50% for railgun and 10% for all the other turrets.

the devs really really really wanted to make their favorite turret succeed, so they came up with this half assed way to force it and it is terrible. 

they should have just been honest and took railgun protection modules out of the game while admitting they wanted railgun to be the best turret in the game.

railgun has way too many augments on top of all the status effects except jammer currently

railgun has 1200 units of impact force while magnum has only has 700. How does this make any sense at all?

I'm pretty sure the game devs can do whatever they want with the games mechanics. The company itself has no interest in how the game plays as long as its making money.

 

 

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