games
Destrier
Posts: 26
Karma: 23
|
Post by games on Jul 18, 2021 17:32:30 GMT -5
Make an option in settings: When the trigger is pressed, temporarily prevent target flipping.
|
|
|
Post by Pulse Hadron on Jul 18, 2021 17:38:25 GMT -5
That’s too complicated, they’ll never figure it out 🤷♀️
|
|
|
Post by onasander on Jul 18, 2021 20:28:47 GMT -5
People donât get the targeting on this game. I had to learn with my old Behemoth Zenits- if I targeted a bot in the extreme back on Carrier, I could potentially have 5 red bots interrupting it, each going their own way. The ability to rapidly target multiple people with different ranges is deeply dependent on this mechanic, and the people who are most voracious in their anger towards it swearing the code has been deliberately manipulated to cheat them out of kills (cough champion leaguers here cough) in favor of newer players simply donât 「fluffernutter」ing grasp the two are interrelated. This game operates off a old theatrical concept called âPoint of the Princeâ where dead ahead of you is always the center of the screen- everything is projected proportional. The game presumes what is closest to you is what you want to engage the most (99% thatâs correct), and the auto targeting will favor this. 「dookie」 too high falls in a visual/targeting dead zone, but your ability to see it will last longer than the ability for your bot to lock in on it- the auto aim essentially sees a smaller screen. You gotta keep the red you want in the invisible auto target box, and make sure that they are the closest to the center of your point of prince center- this is why you see Ao Ming flying weird sometimes when targeting one bot in a crowd- they often donât realize it but they are trying to center the sucker and making everyone else stagger farther outside of the box, and the guy below is often interpreted as being the closest even though the most harmless and so they gotta fly in a weird pattern.
Most people donât realize this is what a happening and so go playing for years, think they can aim, get a moderatorship here and high league status due to whaling or saving but donât comprehend how they learned to shoot in the first place on a conscious level. They never studied it, it just came naturally to them.
The side effect of a lockdown will be disastrous for a lot of players, as we select range by centering where the point of the prince is, and have no independent vertical axis option for viewing in a 3D environment- people will instantly exploit this and just take cover corner shooting or outright hiding- jumping back and forth making quick gaming superstars here expend more ammunition than they are used to, and they will have to pull off two independent operations- turning the lock-on on, and then off. In the Boydian OODA Loop of Observe, Orient, Decide, and Act that is putting two full decision cycles into play- they will have to realize they can lock onto someone, breaking their unconscious immersion in the game, and then start from scratch observing and orienting and deciding if the opponent is reacting in a exploitable manner and trigger that lock-off function. A lot of really good players will be dead in that space of time trying to figure it out.
Iâm not defending the system, just pointing out how it seems to work. People who think it is a easy fix donât realize how 「fluffernutter」ed up up and dependent their own gameplay is on it not being âmore logicalâ, and that the change would dramatically undermine their own gameplay in alot of cases. The dip「dookie」s- most honored and beloved dip「dookie」s beloved and esteemed by all- here who scream the loudest understand this the least. You would quite possibly have to change the whole system- and the result wouldnât resemble the War Robots everyone got used to playing, it would be a different game with the same old skins. People would 「female dog」 and moan the league they used to be in is booting them lower and that they played for years- and claim it was such a simple change. It isnât a simple change when factoring in rapid changes of perspective in melee fighting when you unconsciously got used to rapidly targeting three opponents in front of you with great precision and find suddenly you canât and the game suddenly got more complicated and your reaction time is crap. Many will adapt, but many will feel the curve to relearning everything is too much. And those people are high league spenders.
|
|
|
Post by onasander on Jul 18, 2021 20:41:20 GMT -5
en.m.wikipedia.org/wiki/%C5%92il_du_princeI remind you this game lacks the ability to strafe left or right, or to aim up or down. You are deeply dependent on The Point of the Prince, the position you face, and Reds to determine what you are aiming at. Locking onto a range will require a new button and longer feedback decision cycles most gaming zombies canât handle, and if put near the firing button will cause even more complications. The OODA Loop was central to the design of the F-22s pilot targeting system. It isnât something to be dismissed, it applies even to this game. It isnât impossible to due, but because your ability to find range is dependent on perspective and the movement of reds- and it is precisely perspective and the movement of reds that throw off range, how do you resolve this simply? Left hand controls perspective, right firing. I play with my thumbs, so thatâs two controls. It can quite possibly be done but people donât offer good arguments when saying how it should be fixed, and if the player base will be receptive to it. They simply put donât know how they shoot in the first place. They just do it. Thatâs why this game works so well. You add complication- you gain control but also neurological delays and old high ranking players are too 「fluffernutter」ing mentally stupid to grasp this. They think they are smart and skilled and know better. They will quit in butthurt frustration with even positive improvements urged on by their own suggestions.
|
|
|
Post by Pulse Hadron on Jul 18, 2021 21:06:06 GMT -5
onasander I think you misunderstand the OP. In War Robots you will be targeting a red and begin to fire and some fire will go at the target but a split second after beginning to fire your target changes and your fire is then going to the wrong red or a wall or stops because it’s too far away. Also you mention that the targeting prioritizes what’s closest to the reticule and what’s nearest. I don’t find that to be the case. Often I flip through the targets and it’ll go all around, sometimes even multiple cycles before selecting what’s closest to my reticule. And distance? Nah, that makes no matter. I’ll have someone bum rushing me at 200m and can’t target them over the reds 600m away.
|
|
|
Post by Jeb on Jul 18, 2021 22:07:29 GMT -5
I do suspect that at least some percentage of target switching is from players inadvertently hitting the target switch control while they're using the aim/fire function. We don't tend to realize we're doing it and it's easier to blame the system than recognize that we're creating our own problem.
|
|
|
Post by maverick on Jul 18, 2021 22:10:13 GMT -5
I have 600 M range I'm shooting at a bot that is 599 M away, it's one shot from being dead and a bot appears off to one side at 400 M, I'm not looking at it and the 「fluffernutter」ing targeting shifts to it because it's closer. Even though I cannot hit it because it's behind a wall and now my target escapes. Yes I have rage quit many times because of the targeting being a moron.
|
|
|
Post by Method Games[YT] on Jul 18, 2021 22:44:16 GMT -5
I do suspect that at least some percentage of target switching is from players inadvertently hitting the target switch control while they're using the aim/fire function. We don't tend to realize we're doing it and it's easier to blame the system than recognize that we're creating our own problem. I have the opposite problem, try to mash the target switch button in the heat of battle but it doesn't register or end up cycling through all other 5 bots on the battlefield before it targets the one I want...... right in front of my face!
|
|
|
Post by ѻﻭɼﻉ on Jul 18, 2021 23:17:36 GMT -5
Make an option in settings: When the trigger is pressed, temporarily prevent target flipping. Or what if they just made it like Call of Duty Mobile, you only hit what your reticle is placed on, there's no need for auto-lock or manual lock, so you can fire continuously and move your shots from target to target but it never forcibly jumps your reticle to different targets. The excption for manual-lock would be when using homing weapons. For many years the auto-targeting has been too loose, and mostly uncontrolled by the player. When there is a cluster of reds in the field of vision, it often will move without choice even if you don't move the reticle, and with no preference for what is closer or far away. You put your reticle on someone right in front of you and without your choice it jumps to a distant target behind them. This design complicates manual-lock in several ways, such as auto-lock jumping to a different target right when you tap manual-lock, or toggling through targets while manual locked will often skip the target you actually want, which many times just so happens to be the enemy your reticle is on right in front of you. If they implemented your idea, it would be closer to Call of Duty, but I don't like that you'd have to release the fire button just to switch targets. That's why I feel the best solution is eliminating target-locks completely and just having your reticle decide who the target is. Imagine if a rifle sniper game implemented War Robots crappy targeting - just as you fire your reticle forcibly jumps to a target behind a wall off to the left. Nobody would play it. Guarantee people wouldn't play CoDm if it had War Robots targeting. F that! The only thing I've found to minimize target-hop error when it is crucial to concentrate on one particular target is to make a habit of using manual-lock, and making sure to keep the target within the invisible lock-parameters. I know in the past in this discussion some people said their manual-lock would suddenly disengage even when they kept the lock-parameters, but I have never experienced target-hopping while using manual-lock unless my reticle or the target breached the lock-parameters. And I've found tightening the aim/chassis toggle reduces the likelihood of breaching.
|
|
|
Post by ѻﻭɼﻉ on Jul 18, 2021 23:37:30 GMT -5
I do suspect that at least some percentage of target switching is from players inadvertently hitting the target switch control while they're using the aim/fire function. We don't tend to realize we're doing it and it's easier to blame the system than recognize that we're creating our own problem. Auto-lock uncontrollably switches targets and is not related to the "target switch control" (manual lock). But since manual-lock is accompanied by additional visual elements on the target-box, players can easily recognize if it was in fact their own chubby fingers that switched it.
|
|
|
Post by Koalabear on Jul 19, 2021 4:53:09 GMT -5
People donât get the targeting on this game. I had to learn with my old Behemoth Zenits- if I targeted a bot in the extreme back on Carrier, I could potentially have 5 red bots interrupting it, each going their own way. The ability to rapidly target multiple people with different ranges is deeply dependent on this mechanic, and the people who are most voracious in their anger towards it swearing the code has been deliberately manipulated to cheat them out of kills (cough champion leaguers here cough) in favor of newer players simply donât 「fluffernutter」ing grasp the two are interrelated. Care to explain? What's with the trolling of champion league forum members?
|
|
|
Post by reckless1 on Jul 19, 2021 12:09:21 GMT -5
People donât get the targeting on this game. I had to learn with my old Behemoth Zenits- if I targeted a bot in the extreme back on Carrier, I could potentially have 5 red bots interrupting it, each going their own way. The ability to rapidly target multiple people with different ranges is deeply dependent on this mechanic, and the people who are most voracious in their anger towards it swearing the code has been deliberately manipulated to cheat them out of kills (cough champion leaguers here cough) in favor of newer players simply donât 「fluffernutter」ing grasp the two are interrelated. Care to explain? What's with the trolling of champion league forum members? Every onesander thread is a troll. Banz him! The target switching right before you finish off a bot is a new and very real thing.
|
|
|
Post by ѻﻭɼﻉ on Jul 19, 2021 12:37:38 GMT -5
Care to explain? What's with the trolling of champion league forum members? Every onesander thread is a troll. Banz him! The target switching right before you finish off a bot is a new and very real thing. I've looked over a bunch of his replies in various threads and there's a lot of great input. The unnecessary rudeness will be addressed.
|
|
games
Destrier
Posts: 26
Karma: 23
|
Post by games on Jul 20, 2021 0:03:39 GMT -5
Make an option in settings: When the trigger is pressed, temporarily prevent target flipping. Or what if they just made it like Call of Duty Mobile, you only hit what your reticle is placed on, there's no need for auto-lock or manual lock, so you can fire continuously and move your shots from target to target but it never forcibly jumps your reticle to different targets. The excption for manual-lock would be when using homing weapons. For many years the auto-targeting has been too loose, and mostly uncontrolled by the player. When there is a cluster of reds in the field of vision, it often will move without choice even if you don't move the reticle, and with no preference for what is closer or far away. You put your reticle on someone right in front of you and without your choice it jumps to a distant target behind them. This design complicates manual-lock in several ways, such as auto-lock jumping to a different target right when you tap manual-lock, or toggling through targets while manual locked will often skip the target you actually want, which many times just so happens to be the enemy your reticle is on right in front of you. If they implemented your idea, it would be closer to Call of Duty, but I don't like that you'd have to release the fire button just to switch targets. That's why I feel the best solution is eliminating target-locks completely and just having your reticle decide who the target is. Imagine if a rifle sniper game implemented War Robots crappy targeting - just as you fire your reticle forcibly jumps to a target behind a wall off to the left. Nobody would play it. Guarantee people wouldn't play CoDm if it had War Robots targeting. F that! The only thing I've found to minimize target-hop error when it is crucial to concentrate on one particular target is to make a habit of using manual-lock, and making sure to keep the target within the invisible lock-parameters. I know in the past in this discussion some people said their manual-lock would suddenly disengage even when they kept the lock-parameters, but I have never experienced target-hopping while using manual-lock unless my reticle or the target breached the lock-parameters. And I've found tightening the aim/chassis toggle reduces the likelihood of breaching. Yeah i hear what you're saying, and i like that idea too. If they can implement it more fluidly, I'm for it. As for my OP, I can give up a fraction of a second to switch targets in the occasions where I'd need to, and programmatically, it might be an easier patch then hitting what the reticle is pointed at, since a large part of the target lock is the vertical auto aim ( you only miss if your horizontally off target). Quick Unrelated note, War Robots would take on a new dimension if it was skill based reticle only fire . I'd play that version even more than i play this !
|
|
Kazuri
Destrier
Posts: 76
Karma: 52
|
Post by Kazuri on Jul 20, 2021 9:13:40 GMT -5
Why is it so hard to fix the targeting system?
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Jul 23, 2021 13:48:11 GMT -5
en.m.wikipedia.org/wiki/%C5%92il_du_princeI remind you this game lacks the ability to strafe left or right, or to aim up or down. You are deeply dependent on The Point of the Prince, the position you face, and Reds to determine what you are aiming at. Locking onto a range will require a new button and longer feedback decision cycles most gaming zombies canât handle, and if put near the firing button will cause even more complications. The OODA Loop was central to the design of the F-22s pilot targeting system. It isnât something to be dismissed, it applies even to this game. It isnât impossible to due, but because your ability to find range is dependent on perspective and the movement of reds- and it is precisely perspective and the movement of reds that throw off range, how do you resolve this simply? Left hand controls perspective, right firing. I play with my thumbs, so thatâs two controls. It can quite possibly be done but people donât offer good arguments when saying how it should be fixed, and if the player base will be receptive to it. They simply put donât know how they shoot in the first place. They just do it. Thatâs why this game works so well. You add complication- you gain control but also neurological delays and old high ranking players are too 「fluffernutter」ing mentally stupid to grasp this. They think they are smart and skilled and know better. They will quit in butthurt frustration with even positive improvements urged on by their own suggestions. Sorry. Maybe your controls lack the ability to strafe left to right/ right to left. It has always been mandatory for a game to allow this or I simply wont play, ever since Siphon Philter.
Strafing is also a must when fighting flamers because it is very difficult for even good flamers to hit guys like my sting/magnetar blitz w freeze chip in paralysis drone or tyr w maxed road hog.
I hate phantom but knowing they are out there is why i wont even try flames lol. Strafing in that has got to be bonkers lol.
Maybe got off topic, but yes strafing is and always been a normal ability in movement when using full controls.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Jul 23, 2021 13:59:05 GMT -5
The manual targeting on a trigger was great until like update 6.0. Then it got very stupid.
Before scrolling targets was a breeze, even in clusters. You might not be able to read who it is and I think they should fix that like making the one you locked on name turn green. But before it was sweet because if you aim at a spot and keep pressing the trigger, it would just scroll through the targets in your gun sights and stay locked until you or the red broke your lock or you switch to another target. Never really waste too many shots per match like that and it was good.
Now (since 6.0)when you pointing at a red right in front of you, he could be shooting you- if you target lock, your guns insta-lock on some random red no where near the battle- and you click click click click like mad until the lock scrolls thru every possible red that matters least before it gets to the red you want. Most often youre usually dead by then but hey. next bot, right? lol
|
|
|
Post by captainj86 on Jul 23, 2021 14:37:12 GMT -5
Ahh I just made a post on this. I'll go delete it now that I see this thread.
Good info, I'm glad I'm not the only one. I wish they would do away with the targeting at all and just let me aim wherever the heck I want...including up and down.
|
|
|
Post by Forumite on Jul 25, 2021 6:12:43 GMT -5
Theres an instance i use to advantage all the time in my firefly rog (flame paint, ions) and that is you can lock on to one red (an initial target lock ) and if you twist toward a secondary (but your actual) target as you fire, the bolt will faithfully glance off Your initial target and give the brunt of it to the second, but actual target. Great for pre loading the shot behind cover and then jump, zot!, land behind cover. MOVE! jump, zot!, repeat until entire red team pursues you to death. I ran 2 back to back for a while. Mid to late game, great for picking off stragglers or distracting a red from a shot at another blue. Whack a mole from the moles perspective...
|
|