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Why does the aiming time reset when I encounter other enemies blocking me when aiming at an enemy?


NBIHFADH
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Why does the aiming time reset when I encounter other enemies blocking me when aiming at an enemy? For me, attacking any enemy is the same, so there is no need for this.

Especially when I'm aiming at a group of enemies, I just want to attack this group of enemies, why does my aiming time have to be recalculated when my aiming touches other enemies? This is very unreasonable and troublesome.

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On 1/16/2025 at 9:51 AM, WaIIe said:

Really?

Any suggestions what frequency of reproduction depends on?

Player location/some account properties/equipped items/anything else?

Usually the players with very low ping won't have or notice the bug. There is also the bug that resets your lock-on progress randomly. From what I saw, those two bugs are intertwined when using the Hacked Aiming Processor augment. The same time that my progress would be reset to 0 is the same time the lock-on would be cancelled entirely if my aim is off of the target. As such, the Hacked Aiming Processor augment does not work for me and I assume Nemesis would also be a giant headache for me to use. 

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On 1/15/2025 at 1:32 PM, NBIHFADH said:

Why does the aiming time reset when I encounter other enemies blocking me when aiming at an enemy? For me, attacking any enemy is the same, so there is no need for this.

Especially when I'm aiming at a group of enemies, I just want to attack this group of enemies, why does my aiming time have to be recalculated when my aiming touches other enemies? This is very unreasonable and troublesome.

Topic moved from “Ideas and Suggestions”

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I'm assuming you're playing with Gauss? Sounds like you're locking onto one player and another enemy player blocks the view. Since the lock-on for Gauss doesn't work through obstacles (unlike Scorpion), the lock-on loses its target if it's obscured for at least 0.7s, and since another enemy is in the way, it resets the aim and immediately starts aiming at the new enemy.

The fast lock-on resetting time was done intentionally, as it contributes to game balance.

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On 1/16/2025 at 12:20 AM, Maf said:

I'm assuming you're playing with Gauss? Sounds like you're locking onto one player and another enemy player blocks the view. Since the lock-on for Gauss doesn't work through obstacles (unlike Scorpion), the lock-on loses its target if it's obscured for at least 0.7s, and since another enemy is in the way, it resets the aim and immediately starts aiming at the new enemy.

The fast lock-on resetting time was done intentionally, as it contributes to game balance.

From my perspective, I was attacking a group of enemies, but because of this setting, I often couldn't attack the enemies smoothly, which made me very annoyed.

And in the eyes of the enemy, I was here to make people laugh, which made me very embarrassed.

 

 

On 1/16/2025 at 12:20 AM, Maf said:

and since another enemy is in the way, it resets the aim and immediately starts aiming at the new enemy.

I think this setting is unreasonable. It should not reset the aiming time, but hit the new enemy directly.

Edited by NBIHFADH

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On 1/15/2025 at 9:50 PM, Maf said:

I'm assuming you're playing with Gauss? Sounds like you're locking onto one player and another enemy player blocks the view. Since the lock-on for Gauss doesn't work through obstacles (unlike Scorpion), the lock-on loses its target if it's obscured for at least 0.7s, and since another enemy is in the way, it resets the aim and immediately starts aiming at the new enemy.

The fast lock-on resetting time was done intentionally, as it contributes to game balance.

Even if I use augment with long duration of lock-on recovery, lock instantly resets after another enemy get into hitscan. What is more, changing of target occures instantly, not even 0.7s is required.
At the same time, if an obstacle is static map object (house/fence/etc) - lock does not reset, so it works kinda correct

I suppose that instant changing of target is bug. It is stable reproducable, so I can get it on video if required

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On 1/16/2025 at 8:43 AM, WALLE said:

Even if I use augment with long duration of lock-on recovery, lock instantly resets after another enemy get into hitscan. What is more, changing of target occures instantly, not even 0.7s is required.
At the same time, if an obstacle is static map object (house/fence/etc) - lock does not reset, so it works kinda correct

I suppose that instant changing of target is bug. It is stable reproducable, so I can get it on video if required

Yes this is a bug that has existed for about 2 and a half years. It has not been fixed yet. The intensity of the bug varies from player to player. Some won't have the bug at all. Some will have it so severe that it is a headache to use the turret. 

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On 1/16/2025 at 4:12 PM, TheCongoSpider said:

The intensity of the bug varies from player to player. Some won't have the bug at all. 

Really?

Any suggestions what frequency of reproduction depends on?

Player location/some account properties/equipped items/anything else?

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On 1/21/2025 at 1:07 AM, Dumbledore6969 said:

@NBIHFADH Is everything understood now?  Can we close this topic?

This is not a question, it's a suggestion, I don't know why you guys want to move it into this genre.

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On 1/21/2025 at 10:01 AM, NBIHFADH said:

This is not a question, it's a suggestion, I don't know why you guys want to move it into this genre.

Because you didn't pose it as an Idea but rather a bug or even a question, sentence framing is very important.

For I&S, we don't want you to point out a flaw present in the game, rather we seek for Ideas or suggestions on how to fix the particular issue.

For any further concerns, please Forum PM me.

Closed.

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