Garrett Blacknova
Codex Troopers
2855
|
Posted - 2013.05.09 13:26:00 -
[1] - Quote
DJINN Marauder wrote:Draxus Prime wrote:i hate it so i turned it off, heres my challenge,try shotgunning with it I'm pretty sure i have it off. I'm not 100% sure. I had it off in chromosome but I'm not sure if in uprising it defaulted it to on. I'm doing decent shotguning It defaults to on.
I run a Shotgun. With Aim Assist off, I literally lose all control over my character when there's an enemy within 5m of me. I don't have the option of turning it off if I want CQC to be playable, and having it on means I have to deal with Aim Assist. |
Garrett Blacknova
Codex Troopers
2857
|
Posted - 2013.05.09 13:41:00 -
[2] - Quote
Thog A Kuma wrote:Can anyone intelligently explain how aim assist functions?
What does it try to do and how?
does it move your Point of Aim to Center mass? Does it drag your Point of Aim to the nearest part of an opponent when the recticle is within x degrees/pixels/MoA? does it move the shot without moving the POA? How would it affect the MD that never puts the targeting pip on the target?
This is a mechanic maybe we should get some info as to how it is supposed to work, right?
Please? Several things to explain here. First off, how does aim assist function?
There are two types of Aim Assist - to distinguish between them, I'm going to ues the term "active" Aim Assist to describe the form which directly moves your point of aim (PoA), and "passive" Aim Assist for the system which adjust player control.
Active Aim Assist moves your PoA towards the nearest target. In DUST, it doesn't aim specifically at centre-mass, it merely drifts your crosshairs slowly towards the nearest part of the target. If you aim high, Aim Assist leads your shot towards the target's head. If you aim low, your PoA will approach their feet. With Active Aim Assist running, an enemy running through your crosshairs will lead your viewpoint around with them for a short distance if the function kicks in.
Passive Aim Assist doesn't move your PoA at all, it doesn't turn you or take control away in a direct sense like Active Aim Assist does. Instead, it adjusts your turn rate. When you're turning towards the target, you get your full turn speed. When turning away from the target, it adds a "friction" effect, with the same result as if it reduced your controller sensitivity. Rather than MAKING you aim at the target, it merely makes it harder to aim away. If you play a game with only Passive AIm Assist, and you don't touch the controller as someone runs past you, nothing will happen. If you're aiming to the right of an immobile enemy and just wiggle the stick back and forth, you'll notice your aim gradually drifts towards the target, because you're getting full speed movement when rocking your aim towards them, but reduced turn rate as you turn away.
As for Mass Drivers, Aim Assist rarely - if ever - applies to indirect fire weapons. In some games, it also doesn't apply to weapons with projectile travel time, but in DUST, I think some of these weapons (Forge Gun) do benefit from Aim Assist.
The Active Aim Assist is a lot less heavy-handed in Uprising than it has been in some previous builds, and the same goes for Passive Aim Assist. Both have been reduced significantly, which is good, because they were ovebearing in the past and could cause problems. Unfortunately, it's still - particularly the Passive effect - enough that I would prefer to have it off, and with the glitch I'm experiencing which causes a massive turn-speed spike while in CQC range with an enemy, I can't turn it off. It's either less-than-ideal because of the Aim Assist function, or utterly broken and unplayable because of the glitch with the function turned off. |