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Ingame auto-aiming


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#101 El Bandito

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Posted 16 December 2016 - 07:15 PM

View PostSal Roma, on 16 December 2016 - 12:54 PM, said:

Except then it gives devs the ability to add mech enhancements to counter it.... gives us more variable load outs and more options in how we gear our mechs..


You expect the devs to actually consider something like that? Cute.

#102 Mycrus

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Posted 16 December 2016 - 07:29 PM

View PostSal Roma, on 14 December 2016 - 12:11 PM, said:

So we are all driving around (piloting) advanced weapon systems called mechs... and these mechs have all types of weapons and computer systems to run them and said weapons.... and yet, for some reason, we can't program them to target a specific section on a mech with computerized accuracy?

How does this make any sense?

Edit: to be clear... I am in favor of in game aim bots because computers can aim better then we can, and we are driving around in giant weaponized computers. I'm not talking about snap head shot aimbots.. but let's put more pilot skill into driving these things, and less into turn torso and strafe.... you as a pilot should be able to navigate your mech (looking sideways), and have your mech keep firing while locked on...


/fp

#103 Tombstoner

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Posted 17 December 2016 - 09:32 AM

View PostKoniving, on 16 December 2016 - 07:19 AM, said:

Simpler method, demonstrated by War Thunder...
Pure Pinpoint aiming... affected by your movement (upward/downward inclines, suspension, accelerating and decelerating all jerk your aim around, as your shots will always go where your barrel points...

In first person this does not exist because the camera is perfectly smooth and thusly, there is no sway or affecting factors.
Also since mechs don't tilt in general in MWO... there isn't much of a way to pronounce this effect without some more changes to movement code.


I have played that game and it feels like its a reasonable compromise between reality, FPS and sim. The CEP is still present i'm not sure to what extent. For MWO the CEP would be more world of tanks but with vastly smaller CEP. I agree with peoples assessment of WOT's use of CEP. Notice however the time to kill. and this is with one gun.

PP targeting with multiple weapons makes 6 x Mlasers into a 1 x 30 not 6 x 5. or 6 ppc's 6 x 10 into a 1 x 60. Ghost heat tried to stop this but hurt the game in the process. damage spread is needed for medium to long range. pin point is perfectly acceptable for short range. The CEP at short range would be effectively pin point.

Combining target lock with CEP is exactly what the OP is asking for. Not a lock on to the head. The system i'm proposing is exactly what PGI will have to implement for AI.

#104 Anjian

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Posted 19 December 2016 - 02:39 AM

This kind of topic reminds me of topics in World of Warships when people are asking how come the USN ships don't take advantage of increased aim accuracy using radar as they did in real life.

If aiming is too easy, then there is no challenge, no skill involved. In fact the game environment, when no one misses, becomes more oppressive, your game times are shorter, survivability rates are shorter.

BT tech isn't super high tech, but there is no reason why mechs can't autoaim. They got AWS (modern day miniature CIWS) that accurately takes out little fast missiles. This kind of fire control system won't have problems with mechs.

But of course, there is another argument why there is no need for an auto aiming system. Mechs are too big not to miss. Even in a technological world, there is always a point for efficiency and a point not to "technologize" the obvious.

There are aim smoothing systems used in games, particularly for console and mobile, due to the fact their input systems do not have the precision of a PC mouse or trackball. Console based Armored Core, for example, requires you turn your mech to the direction of the target, so your targeting recticle locks into it. Mobile based War Robots, another example, also requires you to turn your mech towards the target, putting the target into the recticle, where brackets indicate a successful lock on. In both systems however, even when locked on, and you can hit the target, there is also a bit of a random dispersion, and the RNG can depends on lets say, how fast the target is moving and its angular movement in relation to you. Not perfect aiming is required in any game to lengthen TTK, survivability and in game persistence.

The system you have in War Thunder Arcade mode, and in World of Tanks, are both very cool and their ease helps with the popularity of these games. But note that War Thunder also has a popular Realistic Mode, where there is no aim aid at all, your targeting is like a straight recticle that is painted on glass. This is hard core realism, you have to guess the elevation of your gun needed to properly range and account for the arc of the target. The game is much harder, but people also last much longer in the game, and everything feels much more mental and less twitchy. A single kill requires much more effort, but feels much more rewarding.

In World of Warships, despite the historical presence of fire control management, systems and teams in ships, you rely on experience and instinct guestimating where your shots would land, which are also subject to an element of RNG dispersion. Torpedo firing though, gives you an aim aid. Secondaries and AA are completely auto but subject to dispersion. However these factors can be "trained" through upgrades in captain's skill and modules to reduce dispersion and improve the auto accuracy. The fact that you have to work hard for your kills also make your kills feel more rewarding.

In MWO, while we do not have auto aiming or aim smoothing aids, we do not have RNG dispersion either. If this game has to have auto aiming or aim locking-smoothing, it would need developer tweakable RNG dispersion factors to rein in for balance and maintain a tolerable level of TTK. If I were to suggest an improvement, it would be to change the lock indication system from brackets to outlining, like in WoT and War Thunder, since this is easier for people with a bit more visual impairment.

Edited by Anjian, 19 December 2016 - 02:48 AM.


#105 HauptmanT

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Posted 19 December 2016 - 06:41 AM

War Thunder RB mode in MWO.

No brackets, no squares, no dorritos, no paper dolls, no range finders. Just your own eyeball. Who's with me there?

Anyways... what was the point of this thread? Did the OP just want to watch the game play itself?





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