Bwahahaha. No.
It's not an Aimbot, haus.
The cursor "snaps" when you are too close to an object in front of you, and your weapons will hit the object - not fire over it.
Try actually using it, and see for yourself.
Why Is It That Pgi Doesn't Understand The Concept Of [Balance] ?
Started by ragbasti, Aug 20 2013 02:24 PM
27 replies to this topic
#21
Posted 21 August 2013 - 11:17 AM
#22
Posted 21 August 2013 - 07:55 PM
it is an aimbot, maybe you are the one that hasn't had enough testing. I've had my fair share of actual combat testing and what I've seen has been enough for me to refrain from playing MWO for the time being until "hardcore" mode is enabled.
Besides the issue was never the aimbot, it is simply the icing on top of the cake that has lead to PGI finally losing my trust in them to ever make MWO what it was promised to be at the start. Instead they are dumbing it down and breaking promises that were made to the community, all to make MWO a money printing machine.
And as if that wasn't bad enough they are rectifiing their questionable design descisions by understating existing issues, never admitting their mistakes
Besides the issue was never the aimbot, it is simply the icing on top of the cake that has lead to PGI finally losing my trust in them to ever make MWO what it was promised to be at the start. Instead they are dumbing it down and breaking promises that were made to the community, all to make MWO a money printing machine.
And as if that wasn't bad enough they are rectifiing their questionable design descisions by understating existing issues, never admitting their mistakes
#23
Posted 21 August 2013 - 10:12 PM
http://mwomercs.com/...te-and-apology/
1PV and 3PV will not be seperated......good bye all, have fun or not!
1PV and 3PV will not be seperated......good bye all, have fun or not!
#24
Posted 21 August 2013 - 10:57 PM
all I can say now is:
Thank you PGI for the apology, but good bye MWO
Thank you PGI for the apology, but good bye MWO
#25
Posted 22 August 2013 - 01:18 AM
"easy mode" for beginners in 3pv.
the rest 1pv ONLY
the rest 1pv ONLY
#26
Posted 22 August 2013 - 08:49 AM
I want to join my previous speakers.
The hardest thing for me is that PGI implented an aimbot and that they lie about that to the community.
Besides that they broke to much promises and their work for the game is too little.
They are not able to present a whole game after this whole time and in addition they add to much bugs.
This is all so sad. I hope I can my money back.
The hardest thing for me is that PGI implented an aimbot and that they lie about that to the community.
Besides that they broke to much promises and their work for the game is too little.
They are not able to present a whole game after this whole time and in addition they add to much bugs.
This is all so sad. I hope I can my money back.
#27
Posted 23 August 2013 - 02:25 PM
Teh easyest way to proof the aim Bot. Start Testing Grounds and move the Crossair above a mech and move from one site to the outher. The Crossair snaps on the Mech.
#28
Posted 26 August 2013 - 04:20 AM
To all of you guys claiming the cursor snap is an aimbot, try doing some proper testing using lasers, so you can actually see WHERE the convergence points are and how they move, do this while transitioning from first to third person and vice versa.
If you aren't blind and do this, you will notice that the weapons handle the same way in first and third person, the shots that would go through gaps under the armpits of mechs and between legs will still go between said components and not hit in FPV and TPV, the "snap" occurs due to the misalignment of the camera and the actual firing vector of the weapons.
IE weapons converged at point behind mech (aiming through legs for example) shots fired from FPV and TPV will pass between legs, if you tweak the crosshair up in FPV, you would now hit the CT, with TPV the crosshair "jumps" because the weapons are no longer aimed at some random point in the distance and are now ON the mech.
In, FPV the cockpit view is so close to the axis of the weapons that this effect is negligible and the FPV crosshair is fixed, but if you actually fire your lasers as you move your crosshair onto and off a mech you will see how weapon convergence "snaps" as you move your weapons over a mech, this exact same thing happens in TPV but the crosshair in TPV visually shows this change in convergence point as you move the crosshair onto and off of mechs.
If you aren't blind and do this, you will notice that the weapons handle the same way in first and third person, the shots that would go through gaps under the armpits of mechs and between legs will still go between said components and not hit in FPV and TPV, the "snap" occurs due to the misalignment of the camera and the actual firing vector of the weapons.
IE weapons converged at point behind mech (aiming through legs for example) shots fired from FPV and TPV will pass between legs, if you tweak the crosshair up in FPV, you would now hit the CT, with TPV the crosshair "jumps" because the weapons are no longer aimed at some random point in the distance and are now ON the mech.
In, FPV the cockpit view is so close to the axis of the weapons that this effect is negligible and the FPV crosshair is fixed, but if you actually fire your lasers as you move your crosshair onto and off a mech you will see how weapon convergence "snaps" as you move your weapons over a mech, this exact same thing happens in TPV but the crosshair in TPV visually shows this change in convergence point as you move the crosshair onto and off of mechs.
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