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Railgun's vertical autoaim when piercing and "Hyperspace rounds" augment


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Correct the vertical autoaim of the railgun in case of possible penetration of several tanks. The red contour of the enemy tank shows all the tanks that the rail can pierce, but the proper auto-guidance only works on the first tank, and others could be not hit as they move, but they could if the autoaim worked properly. The auto-guidance must act on all potentially pierceable tanks. And, to the "Hyperspace rounds" augment, add an increase penetration damage through any destroyed tanks, since they still exist for as long as 5 seconds and the railgun hitting effect is visible on them as through any other tank, but currently it doesn't apply the damage increase.

Proofs:

https://ibb.co/pbzCZ0X
https://ibb.co/V31Mkrz
https://ibb.co/5Rkfd3D
https://ibb.co/1dsWXym
https://ibb.co/Wcz1H27
https://ibb.co/Ph8K04B
https://ibb.co/bsdq9ZY
https://ibb.co/5KnSqcq
https://ibb.co/wwvhP4S
https://ibb.co/tJWvcdF
https://ibb.co/PmVpGpy

https://ibb.co/RCtF1b9

without proper work of ver. autoaim, the device doesn't worth itself.

Edited by EXakiToR
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On 5/28/2025 at 5:18 PM, EXakiToR said:

Okay, so, any progress?

I've noticed on two separate occasions an improvement in that. Have you tried it yourself recently? 

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I have the same complaint, but I didn't have a screenshot to prove it. There is no aiming (horizontal and vertical) after the first tank. I'm not sure if it happens to you too, but in my case, when two tanks (ally and enemy) are side by side, auto-aim tends to lock onto the ally tank. This doesn't happen with other augments.

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This has been an issue ever since HTML5, it feels as if it's completely random whether the game realizes there are multiple tanks in a row. I don't remember this happening while Flash was still a thing.

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