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Sgt Kirk
Fatal Absolution General Tso's Alliance
5170
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Posted - 2014.03.16 15:42:00 -
[1] - Quote
Get rid of aim assist as a setting option and make it a high slot module option since some people fight so hard to keep it.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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KenKaniff69
Fatal Absolution
2231
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Posted - 2014.03.16 15:53:00 -
[2] - Quote
But then shield tankers couldn't stack 5 complex shield extenders.
CCP would never do this to their chosen race of shield tankers.
Silly Kirk this is obviously a low slot module.
Are Melee mods, Scanning mods, useless damage mods, and every shield module under the sun enough for you?
The problem with tanks
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Sgt Kirk
Fatal Absolution General Tso's Alliance
5170
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Posted - 2014.03.16 16:30:00 -
[3] - Quote
Ahh, silly me.
I forgot I was messing with CCPs poster boy. Aright then, nevermind.
seriously though, This would be ideal for Minmitar suits. That would greatly fit into lore.
And as much as I hate it I can see why aim assist are in this game with the tech we have, but at least make it to where it cost something, a slot.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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KA24DERT
TeamPlayers Negative-Feedback
535
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Posted - 2014.03.16 17:06:00 -
[4] - Quote
There isn't a need to compromise on Aim Assist.
It's bad for the game and should be removed entirely. |
Harpyja
Molon Labe. General Tso's Alliance
1279
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Posted - 2014.03.16 17:19:00 -
[5] - Quote
KA24DERT wrote:There isn't a need to compromise on Aim Assist.
It's bad for the game and should be removed entirely. Really? Last time I turned off AA, I didn't notice a difference. The aiming is still touchy and AA doesn't stick onto targets for me like so many QQers complain about. I still have to provide my own input even when at long range where target movement across my screen is at a minimum.
Besides, I still need to rely on swinging my aim from side to side when I'm hipfiring at CQC in hopes of getting a few shots to hit. Nope, definitely no AA "magnetism" there.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Oswald Rehnquist
1289
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Posted - 2014.03.16 18:50:00 -
[6] - Quote
How would this effect kb/m users?
Below 28 dB
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G Torq
ALTA B2O
502
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Posted - 2014.03.16 18:57:00 -
[7] - Quote
Sgt Kirk wrote:Get rid of aim assist as a setting option and make it a high slot module option since some people fight so hard to keep it.
Cool idea! I especially like the bit about you suggesting a low-slot module for enabling the use of Keyboard and Mouse setups.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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KA24DERT
TeamPlayers Negative-Feedback
536
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Posted - 2014.03.16 19:03:00 -
[8] - Quote
Harpyja wrote:KA24DERT wrote:There isn't a need to compromise on Aim Assist.
It's bad for the game and should be removed entirely. Really? Last time I turned off AA, I didn't notice a difference. The aiming is still touchy and AA doesn't stick onto targets for me like so many QQers complain about. I still have to provide my own input even when at long range where target movement across my screen is at a minimum. Besides, I still need to rely on swinging my aim from side to side when I'm hipfiring at CQC in hopes of getting a few shots to hit. Nope, definitely no AA "magnetism" there.
Arrange some duels between yourself and another Blue in FW/PC.
That's the ONLY way to fully turn off aim assist, and the ONLY way to see what a difference it is making.
Aim assist is determining the outcomes of encounters on the battlefield, and that is unacceptable. |
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