acethunder
GI. Patton
Posts: 136
Karma: 224
Pilot name: Ace Thunder!
Platform: iOS
Clan: Wiki
League: Gold
Server Region: Asia
Favorite robot: Gary
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Post by acethunder on Apr 14, 2017 9:28:24 GMT -5
Hello everyone,
It has been a long since I've made a post here, but I can assure you I have been lurking around still.
I've just posted a video very recently critiquing War Robots and offering a suggestion on how to bring a more skill focused element (back) to the game.
If you can spare a moment, please watch my video on the topic, and for further elaboration if you wish, the pinned comment I left on the video page, which I will also copy and paste under the video link. After doing so, voting accordingly on this thread and/or expressing your thoughts on the matter either here or on the video.
I'll send the link to this thread alongside my video to Pixonic's community manager, so they may take note of the feedback.
Thank you in advance!
Sincerely,
Ace
War Robots used to be a fairly skill based game where weapons were not overly powerful and required a decent amount of time to destroy an opponent. This rewarded player focus.
Also, damage output from weapons was not overly high and sudden so the recipient of attack had time to evade and plan a counter strategy before losing too much health, leading to more interesting, diverse and skill based encounters.
This was before the introduction of plasma.
The movement speed and floaty movement mechanics of the robots and the lack of evasive capabilities afforded to player supported the more longer, drawn-out form of engagements the game used to possess.
The firing mechanics of the Punisher and Molot are testament to this.
Now we have the Trebuchet, Taran, Trident and to some extent the Aphids and Magnum, that deliver huge amounts of damage in a very short time, and with firing speeds that are almost impossible to evade.
But the movement mechanics and speed of the game have not evolved to match this spike damage, so everyone naturally resorts to running the robots that can either deliver as much damage as possible, soak up as much damage as possible, or a hybrid of such. (The latter point being why Lancelot is so prevalent)
It's now all a damage race, and with very little input from the player on how these weapons perform, it leads to nearly all encounters playing out the same way.
A player in the higher tiers who dares not run a shielded robot can have 50%~+ of their health depleted from the start of the match by a Trebuchet Fury who has to do absolutely no aiming to achieve that
...followed by a double/triple Trident or Zeus, then a double triple Taran/magnum combo...
All huge damage in an incredibly short space of time (all auto-aimed with no effort to use) that the game in its current state simply was not made for...is it any wonder players behave as they do now?
Removing these weapons or nerfing them heavily is not an option, so manual aiming is the only means I can think of to help justify the inclusion of these spike damage weapons by making the player have to work for the damage they can output.
Additional Considerations For Manual Aim:
- Targeting and Range
Currently weapon fire centralises at the range of the enemy when grouped together. With manual aim the current implementation of the weapons centering on the nearest enemy can still remain with little issue, only the player has to manually track the target on both axes.
With consideration of splash detonation; The player can still retain the ability to 'hard-lock' a target of their choice if they wish and the splash detonation can be set to a occur a couple of metres above the target's location if possible, to help mitigate the splash exploding too early (maybe this is already implemented?).
This idea could even be exploited by clever players in some way to use the range lock to hit another target that might otherwise have been unhittable. (Latter example is theoretical only)
- Camera
Maintaining and tracking a target whom is circling you and/or close would be difficult, and if the target is fast moving and circling then the player would have to remove their thumb or finger from the screen possibly multiple times.
This is no different to what we have to do now except we don't have to consider the vertical axis. Considering the additional axis is very easily achievable if the player input reading is implemented well by Pixonic.
There are many app games which already do this fine.
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Post by shaolinrogue on Apr 14, 2017 10:07:57 GMT -5
Hello everyone, It has been a long since I've made a post here, but I can assure you I have been lurking around still. I've just posted a video very recently critiquing War Robots and offering a suggestion on how to bring a more skill focused element (back) to the game. If you can spare a moment, please watch my video on the topic, and for further elaboration if you wish, the pinned comment I left on the video page, which I will also copy and paste under the video link. After doing so, voting accordingly on this thread and/or expressing your thoughts on the matter either here or on the video. I'll send the link to this thread alongside my video to Pixonic's community manager, so they may take note of the feedback. Thank you in advance! Sincerely, Ace War Robots used to be a fairly skill based game where weapons were not overly powerful and required a decent amount of time to destroy an opponent. This rewarded player focus. Also, damage output from weapons was not overly high and sudden so the recipient of attack had time to evade and plan a counter strategy before losing too much health, leading to more interesting, diverse and skill based encounters. This was before the introduction of plasma. The movement speed and floaty movement mechanics of the robots and the lack of evasive capabilities afforded to player supported the more longer, drawn-out form of engagements the game used to possess. The firing mechanics of the Punisher and Molot are testament to this. Now we have the Trebuchet, Taran, Trident and to some extent the Aphids and Magnum, that deliver huge amounts of damage in a very short time, and with firing speeds that are almost impossible to evade. But the movement mechanics and speed of the game have not evolved to match this spike damage, so everyone naturally resorts to running the robots that can either deliver as much damage as possible, soak up as much damage as possible, or a hybrid of such. (The latter point being why Lancelot is so prevalent) It's now all a damage race, and with very little input from the player on how these weapons perform, it leads to nearly all encounters playing out the same way. A player in the higher tiers who dares not run a shielded robot can have 50%~+ of their health depleted from the start of the match by a Trebuchet Fury who has to do absolutely no aiming to achieve that ...followed by a double/triple Trident or Zeus, then a double triple Taran/magnum combo... All huge damage in an incredibly short space of time (all auto-aimed with no effort to use) that the game in its current state simply was not made for...is it any wonder players behave as they do now? Removing these weapons or nerfing them heavily is not an option, so manual aiming is the only means I can think of to help justify the inclusion of these spike damage weapons by making the player have to work for the damage they can output. Additional Considerations For Manual Aim: - Targeting and Range Currently weapon fire centralises at the range of the enemy when grouped together. With manual aim the current implementation of the weapons centering on the nearest enemy can still remain with little issue, only the player has to manually track the target on both axes. With consideration of splash detonation; The player can still retain the ability to 'hard-lock' a target of their choice if they wish and the splash detonation can be set to a occur a couple of metres above the target's location if possible, to help mitigate the splash exploding too early (maybe this is already implemented?). This idea could even be exploited by clever players in some way to use the range lock to hit another target that might otherwise have been unhittable. (Latter example is theoretical only) - Camera Maintaining and tracking a target whom is circling you and/or close would be difficult, and if the target is fast moving and circling then the player would have to remove their thumb or finger from the screen possibly multiple times. This is no different to what we have to do now except we don't have to consider the vertical axis. Considering the additional axis is very easily achievable if the player input reading is implemented well by Pixonic. There are many app games which already do this fine. I use a PC/Memu instead of a touchscreen device so controlling aim on both Axis would be nothing new to me. Would using the fire buttons be difficult if you have to move your thumb vertically away from them to aim up? (Genuinely asking I have no perspective on this aspect) I agree it's almost "too" easy to be accurate & would like to see manual target acquisition ( No red boxes unless you find one with your crosshairs - not behind cover - and manually select lock) and for the "splash damage" of rockets to be less than a direct hit. To keep it accessible to as wide a player base as possible, which I am sure is a major factor for Pix to consider, could this be implemented in a "Hard Core" mode/league. Maybe get rid of enemy health bars etc. I also wanted to add you have raised this discussion at an ideal time right before the roundtable with Pixonic. Many of us in the community value your perspectives on War Robots & your input here or in any of the related threads you might choose to weigh in on would be greatly appreciated Enjoyed your video as always, Cheers
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acethunder
GI. Patton
Posts: 136
Karma: 224
Pilot name: Ace Thunder!
Platform: iOS
Clan: Wiki
League: Gold
Server Region: Asia
Favorite robot: Gary
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Post by acethunder on Apr 14, 2017 10:27:42 GMT -5
I use a PC/Memu instead of a touchscreen device so controlling aim on both Axis would be nothing new to me. Would using the fire buttons be difficult if you have to move your thumb vertically away from them to aim up? (Genuinely asking I have no perspective on this aspect) I agree it's almost "too" easy to be accurate & would like to see manual target acquisition ( No red boxes unless you find one with your crosshairs - not behind cover - and manually select lock) and for the "splash damage" of rockets to be less than a direct hit. To keep it accessible to as wide a player base as possible, which I am sure is a major factor for Pix to consider, could this be implemented in a "Hard Core" mode/league. Maybe get rid of enemy health bars etc. I also wanted to add you have raised this discussion at an ideal time right before the roundtable with Pixonic. Many of us in the community value your perspectives on War Robots & your input here or in any of the related threads you might choose to weigh in on would be greatly appreciated Enjoyed your video as always, Cheers Thank you Rogue! Yes the timing is not a coincidence Personally I don't think it would make much of a difference having to slide your thumb up or down, especially if a person is playing on a phone and/or Pixonic get the sensitivity options right. Currently if a target is circle strafing the thumb has to come off for a short time to continue following them with the camera anyway. Granted, jumping bots would be a much harder target, but if anything, bar the Griffin, they need a reason to be more relevant in battle as it stands.
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Post by shaolinrogue on Apr 14, 2017 10:37:24 GMT -5
I use a PC/Memu instead of a touchscreen device so controlling aim on both Axis would be nothing new to me. Would using the fire buttons be difficult if you have to move your thumb vertically away from them to aim up? (Genuinely asking I have no perspective on this aspect) I agree it's almost "too" easy to be accurate & would like to see manual target acquisition ( No red boxes unless you find one with your crosshairs - not behind cover - and manually select lock) and for the "splash damage" of rockets to be less than a direct hit. To keep it accessible to as wide a player base as possible, which I am sure is a major factor for Pix to consider, could this be implemented in a "Hard Core" mode/league. Maybe get rid of enemy health bars etc. I also wanted to add you have raised this discussion at an ideal time right before the roundtable with Pixonic. Many of us in the community value your perspectives on War Robots & your input here or in any of the related threads you might choose to weigh in on would be greatly appreciated Enjoyed your video as always, Cheers Thank you Rogue! Yes the timing is not a coincidence Personally I don't think it would make much of a difference having to slide your thumb up or down, especially if a person is playing on a phone and/or Pixonic get the sensitivity options right. Currently if a target is circle strafing the thumb has to come off for a short time to continue following them with the camera anyway. Granted, jumping bots would be a much harder target, but if anything, bar the Griffin, they need a reason to be more relevant in battle as it stands. Hope you will weigh in on some of the other threads regarding MM, map skipping etc. With such a diverse player base some cool-headed logic & a fresh perspective would be a nice contrast to some of the more heated debates.
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Post by Scuzzbopper on Apr 14, 2017 10:38:51 GMT -5
I think such a mechanic would be favor the PC emulators for Android immensely, especially those who are already good with the mechanic from other games. There would really be a separation between the more casual button mashers and the players who have evolved past that point. One of the things that I worry about in the game is the escalation of weapon/bot buffs. I believe this comes from the freemium playbook, as weapons and bots come and go out of the meta, perhaps guided by the bottom line. This could add an alternative to this meta cycle for players.
In any event, as player who could go either way, I voted yes. As a developer myself I can only wonder on how a mechanic would stir the code base. I suspect that is more a concern than the player base.
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Post by Jame-thon on Apr 14, 2017 12:46:34 GMT -5
I'm for this idea too. Make some skill in actually aiming. It would suck though if you get lag lol. I'm also for not showing health bars and getting rid of the boxes
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 14, 2017 13:11:06 GMT -5
I'm for this idea too. Make some skill in actually aiming. It would suck though if you get lag lol. I'm also for not showing health bars and getting rid of the boxes I feel like for a mobile game, showing health bars serves better than some physical representation of the damage beyond the little things we already see. It would take a lot more keeping up with the server and client from both ends. Talk about lag. Health bars are just a simplistic way of doing it. Red boxes though... If they could incorporate a Radar system... fine. If not, then leave them. Or at the least, Limit the boxes to the range of the weapons. If you have mixed ranged bots, the longest ranged weaponwould make the determination. Hmmm... also, how about... if a team mate can see them, you can see them too. But if they lose sight of them, so do you (The target box... not the bots themselves... you could still see the bot but not know the range or the player name). THAT would make a Gekko Gep a valued bot to have as a scout/recon bot.... Even better if it would display the bot type instead of the player tag. I think Ace's first video that he described the aiming mechanic idea mentioned that, as well, the scan idea.
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Post by Jame-thon on Apr 14, 2017 13:22:54 GMT -5
I'm for this idea too. Make some skill in actually aiming. It would suck though if you get lag lol. I'm also for not showing health bars and getting rid of the boxes I feel like for a mobile game, showing health bars serves better than some physical representation of the damage beyond the little things we already see. It would take a lot more keeping up with the server and client from both ends. Talk about lag. Health bars are just a simplistic way of doing it. Red boxes though... If they could incorporate a Radar system... fine. If not, then leave them. Or at the least, Limit the boxes to the range of the weapons. If you have mixed ranged bots, the longest ranged weaponwould make the determination. Hmmm... also, how about... if a team mate can see them, you can see them too. But if they lose sight of them, so do you (The target box... not the bots themselves... you could still see the bot but not know the range or the player name). THAT would make a Gekko Gep a valued bot to have as a scout/recon bot.... Even better if it would display the bot type instead of the player tag. I think Ace's first video that he described the aiming mechanic idea mentioned that, as well, the scan idea. Nice idea about the radar icon and seeing them if you can see them on your friends line of sight. In my opinion that would allow light bots to be more prevalent at the end game status chasing down beacons and allow more diversity and playstyle at the upper echelon with their speed. I think no health bars would be cool, but from a programming / lag issue I'm sure there may be problems. I'd much prefer the radar or getting rid of the boxes first. Boxes are so unrealistic for me. I hate scenarios where you pushed all the way to mid on Yamamatu and to have a RDB hit the sliver of box showing to KS you. I know I do the same thing but man, if you are hidden, you should be hidden. It's like your fat is protruding out lol. Anyhow those would be some cool game mechanics to implement outside of the MM imo.
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Post by Deleted on Apr 14, 2017 18:41:10 GMT -5
You can, always unchecked the auto-aim in the box. Given the tech of the game environment, something has to be their, or any semblence of what is or could be a reality, is gone.
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Post by Deleted on Apr 14, 2017 18:58:09 GMT -5
I voted no because it would make the game almost unplayable for anyone not using a controller or Memu. Remember, there are no buttons for phone players, you're sacrificing movement, or hoping removing your "aim" joystick registers quick enough to move the camera and fire. Personally, I already have an issue with swapping from firing/aiming to try to use an ability, and it instead just flicks my aim.
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Post by Deleted on Apr 14, 2017 19:37:18 GMT -5
Only as an option!
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Post by ShutUpAndSmokeMyWeed on Apr 14, 2017 20:30:08 GMT -5
I had a similar idea and posted a poll on facebook about whether we should have an option to turn off vertical auto-aim. The response was mostly positive, but in retrospect I'm not sure if it's such a good idea because: - it could make rockets overpowered by being able to bypass more forms of cover
- make emulator/controller users overpowered
That being said, it would be nice to see it on test server sometime just for fun.
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Post by Deleted on Apr 14, 2017 20:53:03 GMT -5
Unfortunately I had to vote no, even though I would love to have it. One of the first things I did was disable the lock on target in the menu, that fits with years of playing PC games and was easier for me to adapt. I see a problem for the smaller devices (Phones) which is main reason I voted no. On larger devices, iPad, Android tablets, I think it would be easier to handle.
For MEmu and using a joystick, I think I would have a new joy2key profile in no time and have a distinct advantage, which wouldn't bother me at all.
Maybe as a couple of others have suggested, another option in the menu as to whether or not you wished to use it or not. It's not like the menu screen doesn't have some room to expand.
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Post by mechtout on Apr 14, 2017 21:04:36 GMT -5
maybe if they made a pc/console version of the game that would work well. mobile is not the greatest platform for precision
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Post by ewing411 on Apr 14, 2017 21:53:09 GMT -5
I had a similar idea and posted a poll on facebook about whether we should have an option to turn off vertical auto-aim. The response was mostly positive, but in retrospect I'm not sure if it's such a good idea because: - it could make rockets overpowered by being able to bypass more forms of cover
- make emulator/controller users overpowered
That being said, it would be nice to see it on test server sometime just for fun. There's a flipside to the rockets part. How many times has a slope clipped a shot that any sane pilot could have just angled slightly higher? Auto-dum-fire at those times.
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Post by zeus on Apr 14, 2017 21:56:25 GMT -5
Not if this will result in a huge skill disparity between emulators, controllers and phone/tablets. I don't know if precision aim is possible for phone/tablets. Most of the player base will be on phone/tablets which means this will be an inefficient endeavour that only enhances the experiences of the minority, empowering a selected group and not everyone. The ability to manual aim will result in bypassing plasma auto aim on the centre of the body thus killing corner shooting, great advantage to manual aim and those with the tools for precision shooting. It's a great option, but it will only be fair if everyone can take advantage of the option. So till we know that the majority can benefit from this, I vote nay.
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Post by Firebeard on Apr 14, 2017 22:11:14 GMT -5
I Voted: No
1): Having to control the vertical axis on a touch screen would be extremely difficult to track "Jumping" Mecha and maintain a consistent rate of fire. Too much time off the trigger would spell certain doom for most Players.
2): Mecha represent advanced warfare machines. It would be foolish to think that they wouldn't have advanced targeting systems.
3): I agree that the game is becoming too balanced, i.e; weapons do more damage making Shields redundant and weapon selection moot because they all do roughly equal damage. However, removing a targeting system or decreasing it's effectiveness is not going to solve this issue, imo.
4): PC users would have an advantage over Mobile users by way of being able to use two hands independently, one for movement and the other for orientation, without loss of situational awareness. Adding a second dimension to movement (vertical axis) would hinder Mobile users vs. PC users.
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Post by Paps on Apr 14, 2017 22:49:36 GMT -5
If War Robots was something besides a mobile game, I'd be on board 100%. Since it is, though, I had to vote nay. It's hard enough playing on a dinky phone as it is. And I don't have the money for a fancy rig to up my gameplay. I'm not gonna contribute some wall o' text. I try to keep my stuff short an sweet, and I'll leave text walls to others more inclined, heh. Big fan of your videos, as an aside. You do good work ?
Edit: After watching the vid, I want to agree with you even more. But still can't. Just cause War Robots is a dang mobile game. Not gonna lie, though, if free aim gets implemented I'll probably be happy as a pig in ?poo-poo?. Skill should be a factor.
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Post by Deadalready on Apr 14, 2017 23:11:09 GMT -5
Initially I thought yes that sounds cool, but then I realised that there are several points which make it an awful idea. Screen real-estate this is a mobile game being played on tiny screens to tablets and even large screen displays. At current my fingers/thumbs are actually outside of the boxes used for firing and movement. I'm not sure if it's a device problem or game problem but the sensitivity can be touchy. I can not think of a interface that would allow you to manual aim, while controlling weapons, while controlling movement. Remembering the interface gets more compact the smaller you go. Lag alone makes this idea terrible, I wish this game had a latency counter because I frequently drop entire DB loads into bots to have them waltz away barely scratched or in the worst scenario, teleport to another location. The game can be barely playable with some of the lag spikes with the auto aim system, I would probably give up on the game if manual aim was forced, I would not be able to compete anymore. Manual aim gives way too much power to controllers and mice. While we can't know how many people with disabilities or still children learning dexterity play, a change to aiming does severely and negatively impact those players. ~ I do have a suggestion though, I think that maybe an adjustment to aiming boxes is in order. In the Armoured Core series a critical choice to make is something called an "FCS" or Fire Control System. The FCS determines the size of your reticle, how quickly it can lock onto a target and how far it can acquire a target. So you can get specialist systems that give tiny, slow to lock, highly accurate, reticles with long ranges (which are useless in medium/close range). You can also get reticles that take up the entire screen, acquire locks quickly but only allow a lock inside of 300ms, then you get the mixing pot of everything in between. Added to the mix are FCS that can lock onto multiple enemies and weapons that can only fire with a lock. This brings into the element of keying in the right FCS for your setup, do you want a fat fast acquiring system that can only find targets inside of 300ms, or do you want a long range system with a fast tiny reticle? Does the FSC reduce your max firing range by 100? Do you try to find a balanced system, knowing it'll cost you range or take longer to lock on? Are you willing to sacrifice the size/ease of finding a target for a small and fast reticle. Adding some sort of FCS will add a layer of depth, reduces the strength of long range systems in close range (+makes it harder for them the longer the range), enhances knife fighter accuracy and changes the way homing missiles operate. Examples of different FCS
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Post by SoCalGrndR on Apr 15, 2017 0:12:24 GMT -5
Awesome video!!
Thank you!!
I think that would be great to in corporate to the game. Could be an option starting out then as progressing getting to be the only way to play after certain level etc......
I think that would be welcome change to those players that are truly competitive and want to excel by utilizing their developing and advanced skills to have a significant impact in their result.
Well done!!
Hope Pix will take notice.
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Post by The VVatcher on Apr 15, 2017 3:10:57 GMT -5
Unfortunately this makes people that play on anything other than mobile devices have the greater advantage. I agree with the posters that say this mechanic is no good for a mobile game.
It's also predictable what's going to be the go-to weapons if manual aiming is in the game -- it's already one that many already uses: Big splash weapons. So while you curve the use of plasma, everyone will swing towards those rockets.
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Post by tectonic on Apr 15, 2017 11:52:46 GMT -5
I like the current targeting system that we have now, but I would like the addition of a sweet spot inside the target box that would cause a bit more damage than just aiming at the red box. When aiming we can be a few degrees off to the left or right and our weapons still manage to auto-aim themselves. If you hold the crosshairs on the sweet spot inside the target box your weapons would not have to auto-aim as much and should cause more damage. Maybe their could be different locations for different bots inside the target box.
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Post by boomsplat on Apr 15, 2017 11:56:08 GMT -5
Manual aiming can be exceedingly difficult on mobile phones vs a tablet - why disadvantage players based on their devices? I voted nope....
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ЯΣD9
Destrier
Posts: 11
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Pilot name: ЯΣD9
Platform: Android
Clan: ARC
League: Top
Favorite robot: AT-ST Walker
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Post by ЯΣD9 on Apr 16, 2017 1:18:01 GMT -5
Excellent video / proposal I think this is a great idea. I don't know exactly how it would work on mobile devices, but I'm sure they can figure out a way. I can also see this as a wedge dividing players and a mass exodus of people that can't hang, so I don't know if Pixonic would go for it or not. I loved Armored Core and play War Robots with a Shield controller. If the aiming mechanic can be mapped, I'm all in.
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acethunder
GI. Patton
Posts: 136
Karma: 224
Pilot name: Ace Thunder!
Platform: iOS
Clan: Wiki
League: Gold
Server Region: Asia
Favorite robot: Gary
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Post by acethunder on Apr 16, 2017 3:03:41 GMT -5
Thank you all for the feedback so far. The notion is quite divided here it seems. Concerns regarding emulators is something I overlooked, and appears to be the main concern. Free-Aim not being intuitive enough for touch screens is second, using FPS's as an example. Thanks for taking the time to pass on your thoughts! Regarding emulators, yes there would be an undeniably huge advantage to those using them and was completely overlooked by myself as I've never emulated for apps before. There is nothing I can think of to counter this directly, but instead I can address the second-most concern which in turn would look to alleviate the first. For those whom have mentioned how free aim FPS's on mobile are proof that it's not a viable concept, I completely agree...but, War Robots is not an FPS. I've played Critical Ops, Modern Combat 5 and another which I've forgotten the name of. And yes, it just didn't work out. Modern Combat especially for me was rubbish. On those FPS games targets move much faster and when they are close to you it becomes nigh impossible to track them reliably, the zoomed in perspective exaggerates this disadvantage even more. With War Robots, I don't believe this would be a comparable problem though. Due to the combination of the frame rate cap, the zoomed out third person perspective, and the slower more methodical pace of the game in general. World of Tanks Blitz is an example of a game with free aim that can be played very smoothly with touch controls due to using a console FPS aim-assist system that works alongside complete free aim. Granted the tanks move much slower and do not jump around, but it's the way they've handled the ability to customise the controls that make me believe it is possible with War Robots. Here's a screen cap of the options menu for the controls: The game will auto-track for you if you want it to, but in my limited experience of the game I've found that to be a hinderance more than a help. If my memory serves me correctly, the Arcade setting will make your cursor stick to the target somewhat for a short time but still requires input from the player to stay with them, similar to what console FPS's do. In regards to people playing on smaller devices, it would be even easier then, wouldn't it? Less screen real estate meaning less distance the thumb or finger would have to move when comparing larger devices. And for those who said that having to take ones finger/thumb off the screen would be disastrous...we already do that anyway, especially when firing individual weapons. Pixonic's current solution to that would work fine for free aim also. I think if War Robots were to follow suit with the customisable settings present in WoT, including that of custom button placement and an additional fire button, with proper testing an sensitivity, then it would absolutely be feasible. If anything with the concerns brought up of emulator users then the 'sticky' aim would be the best compromise, as it still retains the need for the player to be a large factor on how many shots hit. But I will admit I can't think of anything definitive to level the playing field.
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stewpendous
Destrier
Posts: 36
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Platform: Android
Clan: Iron Smiles
Favorite robot: Gareth
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Post by stewpendous on Apr 16, 2017 9:57:22 GMT -5
Great point brother. It's a sticky situation to right now and I hope that this or something like this is will breathe some life back in to the game. It may be that the introduction of new game modes will emphasize player skill while the legacy game mode is for damage chasers. Without a complete overhaul or large changes to code like you're proposing, I think that the game modes may be the only hope for those of us seeking more cerebral, strategic, and skillful play.
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Post by SGT D00M! on Apr 16, 2017 10:02:46 GMT -5
The main reason I said no was that it would require a major rewrite of the program. Pix can barely not screw up small changes, I'd hate to see what they would do with a major change.
I would like to see it on long range guns (Nashorn and Kang Dai) or at least a zoom if not an actual free aim for those guns.
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Post by SlowReflexes on Apr 16, 2017 10:23:49 GMT -5
Another emulator concern guy here.
If I were playing on a PC with a mouse I'd be all over it.
As it is I play on an older (I.e. slower, laggier) tablet and so this suggestion horrifies me.
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Post by SATmaster728 on Apr 16, 2017 15:26:00 GMT -5
Not if this will result in a huge skill disparity between emulators, controllers and phone/tablets. I don't know if precision aim is possible for phone/tablets. Most of the player base will be on phone/tablets which means this will be an inefficient endeavour that only enhances the experiences of the minority, empowering a selected group and not everyone. The ability to manual aim will result in bypassing plasma auto aim on the centre of the body thus killing corner shooting, great advantage to manual aim and those with the tools for precision shooting. It's a great option, but it will only be fair if everyone can take advantage of the option. So till we know that the majority can benefit from this, I vote nay. Yeah, controlling something on a couple puter is much easier then a phone or a tablet. Take it from me playing the same game on both mobile and PC. PC is much easier.
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Post by shaolinrogue on Apr 16, 2017 17:24:49 GMT -5
There are other ways to introduce difficulty without changing too much, but I would recommend making it an optional "Hard Core" mode. 1. No health bars. Some games you don't even get your own or an ammo count. 2. Either reduced weapon damage or increased bot health & speed or a mixture of all 3. 3. The red box only shows up if you paint your crosshair over a target while it is VISIBLE. Once acquired you can then "sticky lock" it, keeping it locked behind cover. 4. Longer match timer/faster beacon bar - would increase the importance of gaining & keeping beacons & strategic timing/movement. 5. No ditching bots, you must always go out in a blaze of glory. 6. Altering the number of players, hanger slots (Iron man? 1 bot each!) would also affect the difficulty. Let's not forget Pix claims to be working on alternate game modes & some of the ones in the survey (CTF) would offer variety & different bots would likely excel in different modes. For example, a War Robots version of "Sticks & Stones" would be AG only weapons, "The Gun Game" would have increasingly powerful bots/weapons each time you spawn, another fun one might be if you have to play a randomly generated hanger Other than it being harder to pick out unlabeled targets on a smaller screen none of that would give any device a noticeable advantage.
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