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Post by Conflict's Student on Feb 2, 2017 8:58:12 GMT -5
To save everyone needless typing of well-known workarounds, YES I understand you can manually lock your targeting onto someone. But you shouldn't need to do use that every time, especially on a game designed for mobile devices where the target lock is about 0.1mm from the 'fire all weapons' button and most people are using their thumbs (with a contact radius significantly larger than 0.1mm) to control the game.
You shouldn't have to manually lock your target reticle every. single. time. you. want. to. fire. a. weapon. When my crosshairs are centered directly on a target - especially when he is the closest target to me and there is no other target within 15 degrees of my boresight - there is no excuse that my target reticle just jump AT THE EXACT MOMENT I SHOOT EVERYTHING sending my rockets down into the ground or up into the air, just because there was another enemy bot off to the side, hundreds of meters further away, that the game thought I might prefer to shoot.
That is a stupid mechanic. It doesn't add to gameplay; it just makes things sloppy. Why not force players also to manually click a "yes, I really would like to continue walking in the direction my controls are going, rather than randomly walking in a different direction because I didn't manually click the 'keep walking in the direction your are pointing' button," too? You could even add a "are you really, REALLY sure you'd like to capture this beacon?" lockon mechanic that, if you don't press it, assumes you are actually trying to capture a beacon that's out of range because how does the game know you were trying to capture the beacon you are standing directly inside? That's what is seems like when the targeting reticle leaves an opponent who is DIRECTLY IN THE CROSSHAIRS. Stupid.
Seriously, how long has this game been out? How hard is it to code a targeting system that doesn't jump off the current target so long as that target stays within 3-5 degrees of boresight? I'd even settle for one that just ignores bots that are further from boresight from your current target and/or that are further away, unless you click the target lock. And while they're at it, moving the target lock away from the big red button (also away from the very edge of the screen) would be nice too.
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Post by K A Z on Feb 2, 2017 9:17:47 GMT -5
There is much more to "target lock" than this...but that is if you try to use it and experiment. Few hints - try to see how the brick fight goes when you face 2 or more bots with and without lock or when you jump-fire or act as a MR support, etc. Cheers
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Post by Conflict's Student on Feb 2, 2017 9:52:05 GMT -5
Few hints - try to see how the brick fight goes when you face 2 or more bots with and without lock or when you jump-fire or act as a MR support, etc. Thanks for the hints - I'll just go get a stylus so I can use this really-well-designed feature placed perfectly between the edge of my phone case and the big red button. Oh, neat: I get to rotate through targets!!! Just what I need to do with direct-fire weapons that were already pointing directly at the only target in range... now I can put a box around robots I'm not currently trying to shoot. As a bonus, the game no longer jumps to targets that make no sense, although I then lose the ability for it to still jump to targets that would make sense. Brilliant! I'm not ranting about having the abilities to lock and/or rotate through targets in situations where those abilities might be useful, I am ranting about needing to lock targets to overcome poor platform execution in situations where players obviously have no need or desire to shift targets. Jump-firing is another example where, so long as you keep weapons azimuth directly on a target, the target reticle shouldn't shift just because you haven't locked it and the game designers thought it would be cool to have it jump all over the place (or more realistically, they weren't sufficiently competent to code in sufficient azimuthal and range-based hysteresis to maintain aim on current target - particularly when dealing with client-server or client-client lag). Auto-lock in its current form is a lousy mitigation for targeting in its current state. Remember: that wonderful button placement means extra time is necessary to be careful not shooting everything for people whose thumbs don't fit well between "big red button" and "rim of phone case" in a knife fight or just before jumping in a tight window of time and space. I'd be less irritated if the auto-lock moved to a different screen location so long as it wasn't directly adjacent to the one spot on the screen you least want to touch accidentally. Right now my choice is between occasionally firing all of my weapons in the wrong direction because I didn't lock targets and the game decided to play tricks on me, or occasionally firing all my weapons in the wrong direction because I tried to lock targets but my thumb missed the only 1mm 2 point on my phone that gets the job done without launching an alpha strike.
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Post by Deadalready on Feb 2, 2017 10:15:33 GMT -5
The jumping reticule has been a bane of my existence for far too long. It's just too easily wrecked by bots shifting position and I can't tell if it's my thumbs or my device but I'm often firing off my rockets when my fingers are no where near the fire button...
A few changes I would love: *While the fire button is being held, the reticule will not switch targets *Next target jumps to the closest robot first *Directly lock onto targets by touching them on your screen *An slider option to change how fast the reticule jumps between targets *The box should change colour when something is in range
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Post by K A Z on Feb 2, 2017 10:27:26 GMT -5
Few hints - try to see how the brick fight goes when you face 2 or more bots with and without lock or when you jump-fire or act as a MR support, etc. Thanks for the hints - I'll just go get a stylus so I can use this really-well-designed feature placed perfectly between the edge of my phone case and the big red button. Then get something with bigger screen for gaming - I went through few smartphones in last years 4.5...5.2", but for gaming I always use my old 10.1" Samsung Note from 2012. War Robots interface was not optimized for small screens and issue is not with "target lock", but entire controls layout...unless you use a bigger screen.
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Post by Thunderkiss on Feb 2, 2017 18:41:56 GMT -5
To save everyone needless typing of well-known workarounds, YES I understand you can manually lock your targeting onto someone. But you shouldn't need to do use that every time, especially on a game designed for mobile devices where the target lock is about 0.1mm from the 'fire all weapons' button and most people are using their thumbs (with a contact radius significantly larger than 0.1mm) to control the game. You shouldn't have to manually lock your target reticle every. single. time. you. want. to. fire. a. weapon. When my crosshairs are centered directly on a target - especially when he is the closest target to me and there is no other target within 15 degrees of my boresight - there is no excuse that my target reticle just jump AT THE EXACT MOMENT I SHOOT EVERYTHING sending my rockets down into the ground or up into the air, just because there was another enemy bot off to the side, hundreds of meters further away, that the game thought I might prefer to shoot. That is a stupid mechanic. It doesn't add to gameplay; it just makes things sloppy. Why not force players also to manually click a "yes, I really would like to continue walking in the direction my controls are going, rather than randomly walking in a different direction because I didn't manually click the 'keep walking in the direction your are pointing' button," too? You could even add a "are you really, REALLY sure you'd like to capture this beacon?" lockon mechanic that, if you don't press it, assumes you are actually trying to capture a beacon that's out of range because how does the game know you were trying to capture the beacon you are standing directly inside? That's what is seems like when the targeting reticle leaves an opponent who is DIRECTLY IN THE CROSSHAIRS. Stupid. Seriously, how long has this game been out? How hard is it to code a targeting system that doesn't jump off the current target so long as that target stays within 3-5 degrees of boresight? I'd even settle for one that just ignores bots that are further from boresight from your current target and/or that are further away, unless you click the target lock. And while they're at it, moving the target lock away from the big red button (also away from the very edge of the screen) would be nice too. I want it this way. I like it. I have zero problems with the issues you describe. Not anymore. I did once, but that was then, and I wouldn't change it for the world now. Seems very intuitive to me.
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Post by Deleted on Feb 2, 2017 22:16:08 GMT -5
I love how it picks up a target, then bounces around to other bots close to it. Then you hit the select button, and cycle through, for a specific. After that, it doesnt go back to auto. Its also slow. There should be a lock/unlock feature.
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Post by 3castle on Feb 2, 2017 23:29:20 GMT -5
i find it useful when several bots are lined up, and im trying to snipe one with less hp behind the full hp one in front. also, weapons like at spiral, hydra, and aphids, it is useful because having target manual locked, u can make missiles curve to left or right without aiming at different bot.
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Post by Prowler on Feb 3, 2017 0:05:02 GMT -5
Thanks for the hints - I'll just go get a stylus so I can use this really-well-designed feature placed perfectly between the edge of my phone case and the big red button. Then get something with bigger screen for gaming - I went through few smartphones in last years 4.5...5.2", but for gaming I always use my old 10.1" Samsung Note from 2012. War Robots interface was not optimized for small screens and issue is not with "target lock", but entire controls layout...unless you use a bigger screen. besides the point. The point is do we really need a target lock ? regardless of screen size.
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Post by K A Z on Feb 3, 2017 2:10:57 GMT -5
Then get something with bigger screen for gaming - I went through few smartphones in last years 4.5...5.2", but for gaming I always use my old 10.1" Samsung Note from 2012. War Robots interface was not optimized for small screens and issue is not with "target lock", but entire controls layout...unless you use a bigger screen. besides the point. The point is do we really need a target lock ? regardless of screen size.
I deeply believe we do. Besides the suggestions I made, see the posts above made by 3castle and dethhilt; if you want to consciously select and track your target you have to inform the game of your intentions somehow. There are many reasons for having lock and if one has some problems using it that it can always be switched off. Automatic target selection and locking is imo not an easy algorithm as everyone would have different expectations, motor skills etc. On top of that is "my screen is too small" issue. It's near to impossible to make it fit all different players and their play styles. Thus we have an option to use a manual override. Seriously - how can this be a problem? On the screen issue - just consider the fact that some people play the game on PC and many, if not most play it on bigger screens (phablets, tablets). For those using smaller screens one welcome feature could be scaling of controls; which even now can be done/fixed by additional overlay - just search the forum.
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Post by Deleted on Feb 3, 2017 20:53:49 GMT -5
i find it useful when several bots are lined up, and im trying to snipe one with less hp behind the full hp one in front. also, weapons like at spiral, hydra, and aphids, it is useful because having target manual locked, u can make missiles curve to left or right without aiming at different bot. There is your reticle, then the target lock bracket, then the range in which your target will remain locked. So target is locked, and on the right portion of the field. There are some obstacles you will likely hit with guided munitions. You can aim your weapons to a certain degree to the left, so that the weapons fire, curve around the obstacles, then veer right, and nail the target. Problem, fo a while now, it goes to select another target. The target system needs a lock - so perhaps a target fixed lock button.
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Post by Conflict's Student on Feb 3, 2017 21:03:33 GMT -5
After that, it doesnt go back to auto. Its also slow. There should be a lock/unlock feature. Yes! The speed is a big part of the problem. You can unlock it by turning away from the currently-locked target until they're outside the lock brackets, but that is obviously suboptimal and takes time. Plus it doesn't always lock at first and, when it does, it seems to pick the least intelligent sequence possible to cycle through until it finally gets to the target you're actually aiming at in the first place.
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Post by Conflict's Student on Feb 3, 2017 21:11:17 GMT -5
Again folks, I'm not complaining that I have the option to lock when it makes sense (usually seeking weapons or two enemies very close to one another). I just shouldn't need to lock to ensure that my aim doesn't jump 40 degrees off boresight, to a target that's out of weapons range anyway, just because the game gets confused when robots jump.
All it takes is for the normal, unlocked targeting to (a) incorporate strict reliance on client-side information in a logical order (e.g. don't calculate target lock function before updating graphical display, let alone without updating graphical display, just because there's a momentary comms conflict), and reasonable hysteresis (i.e. don't leave a target who is within a few degrees of boresight until another target has been closer to boresight for at least a few hundred milliseconds).
I'd even be happy to design the damned thing for pay. It's just really lousy execution made worse by the expectation that people use a workaround which itself suffers from poor screen layout.
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Post by Thunderkiss on Feb 4, 2017 11:15:06 GMT -5
Again folks, I'm not complaining that I have the option to lock when it makes sense (usually seeking weapons or two enemies very close to one another). I just shouldn't need to lock to ensure that my aim doesn't jump 40 degrees off boresight, to a target that's out of weapons range anyway, just because the game gets confused when robots jump. All it takes is for the normal, unlocked targeting to (a) incorporate strict reliance on client-side information in a logical order (e.g. don't calculate target lock function before updating graphical display, let alone without updating graphical display, just because there's a momentary comms conflict), and reasonable hysteresis (i.e. don't leave a target who is within a few degrees of boresight until another target has been closer to boresight for at least a few hundred milliseconds). I'd even be happy to design the damned thing for pay. It's just really lousy execution made worse by the expectation that people use a workaround which itself suffers from poor screen layout. Design it and send it in. Who knows?
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trexy12
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Post by trexy12 on Feb 7, 2017 13:56:25 GMT -5
Yes I too am having trouble with the target lock . And Yes it does jump around even when there is no other mechs near by . Is it a glitch in the game or is it me ?
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Post by Conflict's Student on Feb 7, 2017 14:55:33 GMT -5
And Yes it does jump around even when there is no other mechs near by . Is it a glitch in the game or is it me ? I think it's a glitch in the game - which is pretty disappointing for a game that's been out this long. The target aim seems to react too quickly to incoming game data, processing some information before necessary accompanying information arrives or (more likely IMO) before logical-predecessor calculations are performed. The fact that it is frequently associated with jumping (i.e. immediately after a sudden velocity change) makes me think has something to do with how targeting uses relative position as calculated from server data, and calculations are being done out of order. I assume targeting is performed client-side, so lag (a.k.a. the client's inability to cope with lag appropriately) is a likely culprit. All I know for certain is that the end product appears sloppy w.r.t. targeting.
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trexy12
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Post by trexy12 on Feb 7, 2017 19:41:12 GMT -5
I believe you are right. I played tonight and several times I had to move the target lock back on target . This is very disappointing in game play .
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trexy12
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Post by trexy12 on Feb 7, 2017 20:05:41 GMT -5
I believe you are right. I played tonight and several times I had to move the target lock back on target . This is very disappointing in game play .
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