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Monkey MAC
killer taxi company General Tso's Alliance
364
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Posted - 2013.09.10 15:09:00 -
[1] - Quote
Very good testing lads well done, loved the dropship in the background.
Its important to take a few things from this ITS NOT AIMBOT ITS DOES EXSIST ITS MORE THAN PASSIVE AIM ASSIT IT IS AN ACTIVE AIM ASSIST
It can prehps be a little much in cqc, but really the Aim Assist has clearly been designed with something in mind, so much so id go as far as to call it a form of
ANTI-CHOP-AIM-ASSIST
It has been designe to stop chop strafing and bunnyhoping!!
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Monkey MAC
killer taxi company General Tso's Alliance
364
|
Posted - 2013.09.10 16:09:00 -
[2] - Quote
Baal Omniscient wrote:I SEE! If your opponent strafes normally, it magnetizes for about 0.2 seconds but if your opponent strafes side to side at 2m per minute, you can actually track them without having to adjust your aim! That is soooo OP!
Now, how do I convince enemies to do that...
Edit: However, shotguns having that much tracking with such a large hit radius is a little much tho
Side note: When they are that far away and strafing it looks like that tracking is doing a lot, but if you fire while doing that your hipfire spread will make over 1/2 of your shots miss so it's pointless to do so
Anti chop strafe aim assist, thats why!! Its to stop the chop strafing and bunnyhoping, thats what the stick is for!!
Active-aim-ASSISST |
Monkey MAC
killer taxi company General Tso's Alliance
364
|
Posted - 2013.09.10 16:44:00 -
[3] - Quote
Spec Ops Cipher wrote:Baal Omniscient wrote:I SEE! If your opponent strafes normally, it magnetizes for about 0.2 seconds but if your opponent strafes side to side at 2m per minute, you can actually track them without having to adjust your aim! That is soooo OP!
Now, how do I convince enemies to do that...
Edit: However, shotguns having that much tracking with such a large hit radius is a little much tho The tracking is identical for all weapons and suits. The video is only a small part of the testing, and the reason I was in short strafe cycles was because we were determining the range at which aim assist works for each weapon. With some input from the user, it becomes easy to stay 100% on target. The assist does too much.
If I might enquire, when you do long strafing patterns, did you get longer stick or the same, also what about a static input? |
Monkey MAC
killer taxi company General Tso's Alliance
364
|
Posted - 2013.09.10 17:22:00 -
[4] - Quote
Spec Ops Cipher wrote:Monkey MAC wrote:Spec Ops Cipher wrote:Baal Omniscient wrote:I SEE! If your opponent strafes normally, it magnetizes for about 0.2 seconds but if your opponent strafes side to side at 2m per minute, you can actually track them without having to adjust your aim! That is soooo OP!
Now, how do I convince enemies to do that...
Edit: However, shotguns having that much tracking with such a large hit radius is a little much tho The tracking is identical for all weapons and suits. The video is only a small part of the testing, and the reason I was in short strafe cycles was because we were determining the range at which aim assist works for each weapon. With some input from the user, it becomes easy to stay 100% on target. The assist does too much. If I might enquire, when you do long strafing patterns, did you get longer stick or the same, also what about a static input? Against someone who isn't using the right stick at all, long strafing patterns are better. To be honest though, against someone who is actually playing, you gotta try throw em off, because as long as they can vaguely follow you, AA will make sure their bullets hit you.
Would you say prehaps, just theorising here, the reason its too strong is because it appears to be almost perfect against chop/short strafing!!
I believe what CCP have done is they have added an anti-chop strafe function, and havent turned this off for whatever reason when the character doesnt chop strafe?? I know it would be hard to test, but I am asking wether or not CCP programmed it to be a counter to the chop strafe technique!! |
Monkey MAC
killer taxi company General Tso's Alliance
369
|
Posted - 2013.09.10 22:11:00 -
[5] - Quote
Spec Ops Cipher wrote:Monkey MAC wrote:
Edit: However, shotguns having that much tracking with such a large hit radius is a little much tho
The tracking is identical for all weapons and suits. The video is only a small part of the testing, and the reason I was in short strafe cycles was because we were determining the range at which aim assist works for each weapon. With some input from the user, it becomes easy to stay 100% on target. The assist does too much.
If I might enquire, when you do long strafing patterns, did you get longer stick or the same, also what about a static input?[/quote] Against someone who isn't using the right stick at all, long strafing patterns are better. To be honest though, against someone who is actually playing, you gotta try throw em off, because as long as they can vaguely follow you, AA will make sure their bullets hit you. [/quote]
Would you say prehaps, just theorising here, the reason its too strong is because it appears to be almost perfect against chop/short strafing!!
I believe what CCP have done is they have added an anti-chop strafe function, and havent turned this off for whatever reason when the character doesnt chop strafe?? I know it would be hard to test, but I am asking wether or not CCP programmed it to be a counter to the chop strafe technique!![/quote] I'm only strafing short because it stays in the autolock zone, where it will follow without any user input. It lets us find the maximum range it will work for. If you try shoot me while I'm running across the screen, so long as you make some effort, aim assist will ensure you get the kill. It's too strong in all situations.[/quote]
Ok thanks I will put this info to good use ingame, the cqc aim assist when you run a shotgun and some guy with an ar butchers you before you have time think "@#$&" |
Monkey MAC
killer taxi company General Tso's Alliance
369
|
Posted - 2013.09.10 22:32:00 -
[6] - Quote
Autoaim Bot514 wrote:Seymor Krelborn wrote:Autoaim Bot514 wrote:
what you did was make me look like English is my second language...ill repeat...
kb/m users have a huge advantage over controller users... AA levels the ground.
Except kbm doesn't have raw input, it emulates ds3. Protoman didn't need scrub excuses to own with ds3. the bottom line is that the game is more brutal and competitive now....I know I die a lot more now, I think that's good. and honestly this was the best move against stomping, it surpasses any matchmaking fix... why are people really against a mechanic that levels the playing field, I mean we all have this advantage...awesome aimers are even more awesome and bad aimers are now better.... overall the game feels tighter and combat is more bloody, and more people who try dust for the 1st time will keep playing... so seriously give me good reasons why AA and the hit detection fix are bad. I think I just gave good reasons why its good...
How to Contradict yourself 101:
Aim assist makes the game more competitive? No, it just takes aim out of the equation. And when everyone is equal, nobody wins. [/quote]
Ok so, if you will allow me, I am currently studying computer programming, Aim Assisst is almost like the religion of computer games, there are not enough points in the world to convince a guy who is dead setnin his opinion!!
However the idea of fairness I personally believe is when every one has an equal opportunity, now a real aim assist allows everyone to start on the same base level, player skill then gives you an edge!!
Now the current aim assist is a little too strong, but its not too far off, it needs more subtlety, less removed control. However 1 thing I appreciate, it appears CCP have purposefully made it with intent of anti chop strafing, which is a noble sentiment, and it shows that CCP aren't happy about it.
We done how why or what CCP are realy doing, so lets be a little more constructive, a little less cynical!! |
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