Garrett Blacknova
Codex Troopers
3635
|
Posted - 2013.09.04 22:46:00 -
[1] - Quote
Previous aim assist was broken, because it was more often than not doing nothing, and then kicking in to throw your aim off wildly instead of doing anything that resembled "assistance" or "aiming".
New aim assist, on my first encounter with it, looked broken because it was basically a super-headshotting aimbot that took away any need for me to do much more than move and pull the trigger while it did the rest for me. After testing it properly, this seems to NOT happen the majority of the time, although my first encounter was on day 1 and there has been a hotfix (no official mention of changes to aim assist though). It may be that my first time playing after the update was a glitch, and that others have also experienced it as their first encounter with aim assist.
On top of the possibility of a problem, most players I've seen claiming the aim assist is doing ridiculous things to help them are using Laser Rifles. I don't have any personal experience with Laser Rifles, so I can't speak much about it except to suggest that it may have some greater benefit from aim assist than other weapons for some reason.
As long as the hard cap on turn speed is there preventing KB/M users from abusing quick-turning, the control scheme isn't an unbalanced advantage. The added aim precision of the mouse is countered by the loss of precision movement when using WASD.
After saying all that, I'm going to finish by saying that, in spite of my negativity towards some changes (and some things I wish had been changed, but haven't), my overall impression of 1.4 is a positive one. There's definitely more good than bad, and they are working on improving the things they know are working other than as intended. |
Garrett Blacknova
Codex Troopers
3647
|
Posted - 2013.09.05 01:10:00 -
[2] - Quote
Michael Arck wrote:ISuperstar wrote: How can you 2-faced monkey's ever hope to see this game succeed when you're always hopping on to the other side of the fence when changes you asked for get implemented.
Burn! That would be a great burn for anyone who complained about the aim assist when it was broken, then complained about it being gone when it was removed, and is complaining again now that it's back.
I can't think of a single name of someone who's done that.
I know a lot of people dislike the original attempt at implementing aim assist. I was one of them, and I, like many others, had several complaints. Firstly, that it was inconsistent and often did literally nothing. Secondly, that when it did something, it was frequently less helpful than having it disabled anyway. And thirdly, there is never any valid reason to implement aim assist without an option for players to turn it off. I know that when it was removed at that time, nobody complained about its loss, because everyone knew it had been a broken mess.
When they re-introduced it - this time with an "off" switch - people complained. This time, which was the release of Uprising, we had several complaints about aiming, including (but not limited to) the aim assist. With aim assist turned off, many players were basically losing all fine aim ability when there was an enemy in CQC range. There was also a problem with CCP deciding to use an acceleration curve when turning, meaning that your turn speed was more related to how long you kept the stick tilted than how far you pushed it. The final problem was that aim assist was, as it had been previously, inconsistent and glitchy and not working properly at all. When CCP removed aim assist this time, we were still complaining. We WEREN'T complaining about the broken aim assist any more, and we weren't complaining about a lack of the feature. We had complaints about the turn acceleration before the aim assist was removed, and even after they've tweaked the acceleration curve (MUCH better than it used to be), they haven't given the option to disable it.
Now they've - once again - brought back aim assist, and it still doesn't resolve the complaints about the turn acceleration being forced instead of optional. Yes, this was tweaked, and yes, it's less obnoxious than it used to be. That doesn't make it work the way someone who wants NO aim acceleration would like. This time around, they seem to be a few steps closer to a good aim assist system, but even when it's working perfectly, it won't make my problem with the aim acceleration go away because they're totally separate complaints.
I complained after seeing evidence of the new aim assist having problems. It seems like it was probably just day one glitchiness, but I'm planning to keep an eye on it in case it becomes a recurring (or worse, reproducible) problem. I complained based on that experience, and I wasn't alone in seeing the problems. At no point has the game's aim assist or lack thereof been even a tiny part of the reason why I want the option to disable turn acceleration. Whie there are problems with aiming that AREN'T related to aim assist, those problems will continue to be problems no matter whether we have aim assist or not, and there will continue to be complaints about them.
TL;DR version: Aim assist problems aren't the sum total of all problems with aiming, and there have been problems for many players since Uprising first showed up that are totally unrelated to aim assist, but are problems with aiming which need to be looked at. |