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Auto-Aim: Intentional Or Bug In 3Rd Person View?


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#1 Maalus Rahje

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Posted 12 December 2013 - 04:04 PM

I saw there was already a topic brought up on this, and it was quickly dismissed. However, after being away from game for 2 weeks, I came back to find that seemingly everyone and thier grandmother can knock out your shoulder (seems to be a fave of this bug, if it exists) and barely splash any other location.

Yes, I know hitboxes were tweaked. Thats good. This seems to be more then that.

At first I thought it was just groups of people with some exceptional aim. But it started happing so much that it just couldn't be right. My mech would get slightly grazed everywhere... then -- BOOM -- shoulder gone, and only that 1 spot. Other people on voice chat with me started noticing this the same time I did.

However, by the end of the night I was almost ready to drop this game cold. There seems to be some sort of exploit or trick using 3rd person view and what looks like an auto-aim feature. I don't know exactly what it is, but when in 3rd person your reticle tends to lock onto an enemy you have already damaged, and snaps to different parts of thier body. Again, not sure if this is an auto-aim to help new players out, or something else.

I think the way this bug/exploit thing works, if it exists, has to do with popping into 3rd person mode just as you fire at somebody, and then everything auto-magically all nails the exact same spot, and even tracks it to an extent.

Doesn't always work, but I have observed people seemingly doing this by watching in obersever mode after death. It also seems quite evident when I'm engaging someone at a close enough range to notice the trick. Suddenly they launch a little drone, half a sec later - BOOM - shoulder gone. As they walk away, drone goes back in.

Is this really happening or not!? Anyone else noticing this?

#2 Scratx

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Posted 12 December 2013 - 04:09 PM

*EPIC FACEPALM*


No, you're imagining things and falling prey to confirmation bias.

Fighting in 3rd Person is still epic fail just as it was from the start and it doesn't automagically give you an aimbot.

#3 Maalus Rahje

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Posted 12 December 2013 - 04:11 PM

Well I hope your right, it just seems really strange that people keep popping in and out of 3rd person view and magically alphing all one spot with little or no deviation. I posted this to bring attention to this -- real or imagined -- and get people talking.

I really really dislike 3rd person view as it is, this just seemed like even more of a reason for me to dislike the feature.

#4 OneEyed Jack

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Posted 12 December 2013 - 04:36 PM

There is no auto-aim, you are just misunderstanding what you are seeing.

When you look from inside a mech, you see a reticle, and the convergence point is whatever in under that reticle.

When you look from 3PV, you aren't looking from behind the reticle (basically you're not seeing the same thing your "pilot" is seeing) so the reticle seems to jump when there's a sudden shift in the range to the convergence point, because you are seeing the convergence change to the thing your "pilot" would now be seeing his reticle centered on.

It's not actually moving the aim. It's just a visual representation of the convergence point moving. You can see the same thing aiming at terrain.

#5 Maalus Rahje

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Posted 12 December 2013 - 04:50 PM

Now thats the kind of reply I like to see, Jack. I really don't think "giant epic face palms" help anybody. Not everyone is all learned-up on the mathematics or techy stuff behind the scenes in a video game, contrary to popular belief.

Thanks for the explanation :ph34r:

#6 Scratx

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Posted 12 December 2013 - 05:20 PM

That's because that very same topic you noticed explained the same thing OneEyed Jack just told you, unless I am recalling it wrongly.

You'll notice the same effect on World of Tanks, for example, for exactly the same reasons. It's an inherent effect from the fact that the view point and the point from where the ray determining the line of fire (aka cockpit) is cast from don't match. So, that ray can collide with obstacles between it and where you are aiming at with your viewpoint.

I'll leave you with a WoT brawling video which, while not MWO, perfectly illustrates the issue.



I hope that helps.

Hint : Pay attention to the green circle.

Edited by Scratx, 12 December 2013 - 05:21 PM.


#7 Sandpit

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Posted 12 December 2013 - 06:04 PM

Yes it did, because it was my post actually :ph34r:

#8 Mechteric

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Posted 13 December 2013 - 06:38 AM

Its a Perspective matter. Because you aren't directly behind it, it appears to move when coming up against something that is not far enough in the distance to be near the point of convergence. (or something like that)

Posted Image


Jeez, do people not learn these things in their middle school art classes?

Edited by CapperDeluxe, 13 December 2013 - 06:39 AM.


#9 MustrumRidcully

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Posted 13 December 2013 - 06:47 AM

It's an intentional feature of convergence - how convergence looks when you're no longer sitting directly behind the crosshair.

But on the other hand, the term "auto-aim" isn't completely wrong.
It is an auto-aim feature, but it's not unique to 3PV.

#10 Felicitatem Parco

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Posted 13 December 2013 - 07:50 AM

There is no autoaim in 3PV, even if it looks like one. What the OP is observing is an effect of differing perspectives, and I shall ever-so-boisterously quote my posting in a similar thread to explain:

View PostProsperity Park, on 08 November 2013 - 08:59 AM, said:

I'm going to contribute just for the sake of sounding smart...


The targeting and aiming systems for MechWarrior: Online are all based on the Mech cockpit's perspective. Since the third-person view mode is observed from a floating drone, yet the targeting systems are based on the cockpit, it causes a slight desychronization owing to the two different perspectives - your Mech always views things from the cockpit, regardless of where you, as the player, are viewing things. This phenomenon is intended to occur because it prevents players from locking onto targets that are only viewable from the third-person drone, and not visible from the Mech's cockpit.

The consequence is that the targeting reticule will always be displayed where the Mech is aiming, and not simply "in the middle of the screen" like many video games do when changing from one viewing perspective to another. If this were a typical run-and-gun shooter with the option to change viewing modes, then the reticule would probably always be in the center of the screen, but MW:O has a robust target tracking and targeting system that depends on Line of Sight... This means that leaving the reticule in the middle of the screen like a typical shooter would allow players to lock onto targets that are only viewable by the third-person drone. The developers of MW:O, rather, made the aiming system 100% linked to the Mech's own viewpoint, and so when you sweep the reticle across terrain it will seem to jump around as it adjusts for range/distance.

You'll notice that these "jumps" almost always take place when sweeping your targeting reticule across environmental features and other battlefield objects that differ in their distance to your Mech. If you're in 3rd person mode and pointing out into the distance while there's a Mech in front of you, then you can move your reticule just a little to the side while trying to aim at a different point in the distance but you are actually making your Mech point at the object in front of you... Even though (according to the position of the center of your screen) it looks like you should be pointing into the distance. That's because the thing in front of your Mech is blocking your Mech from aiming at that position in the distance that you're trying to aim at with the drone.

Think of it this way: When in 3PV, you are not "aiming" left, right, up, and down... You're "ordering your Mech to aim" left, right, up, and down, like operating a remote-controlled car. The Mech will give you feedback about where it is aiming by showing you the reticule. The reticule will move around to where ever the Mech is actually aiming, and not where you "intend" for it to be aiming.

Edited by Prosperity Park, 13 December 2013 - 07:53 AM.


#11 Bugstomper

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Posted 14 December 2013 - 06:56 AM

I think what is being said here is not so much about the reticule snapping to place (
*why is this even there?)
but more on the fact that 3rd person view appears to have a unique hitting ability and I am fairly sure this even works with LRM fire too (*which is indirect")

I hope this is conjecture that 3rd person some how gives you a "to hit bonus some how"
i see damage seemingly to apply to the most damagd area on a target
yellow armor arm . damage lands on that. for the most part random fire is not so precise but from 3rd person it is.

Secondly the OP said about "right shoulder" damage and deaths
I have noticed and joked with my fellow pilots on how often his occurs
having watched many a match from the spectators view I know not all pilots are so accurate (*Only imperial storm troopers are so precise)
so is this a random occurance . Lag or a miss placed facepalm .........I'd like to see a moderator or representative put this to rest with stats
they can see the numbers and can shed light on this.

#12 Alex Warden

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Posted 14 December 2013 - 09:24 AM

View PostScratx, on 12 December 2013 - 04:09 PM, said:

*EPIC FACEPALM*


No, you're imagining things and falling prey to confirmation bias.

Fighting in 3rd Person is still epic fail just as it was from the start and it doesn't automagically give you an aimbot.


in fact it has the aimaid from CE3 implemented, but that´s not very helpful in most cases





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