Why Aiming in FA OFF with a Stick is a huge disadvantage

Deleted member 192138

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Hold up. Are there even 100 proper PvPers in the game?
That are regularly active, 2/3 nights a week with PvP as their main activity? Probably not. 100 people that log in at least one evening a week and do some PvP to some extent/level - probably. But spread that between gankers/griefers/power players/1v1mebros/pirates/lawful enforcers/tournament style wing fights and suddenly the numbers look a lot thinner in practical application.
 
That are regularly active, 2/3 nights a week with PvP as their main activity? Probably not. 100 people that log in at least one evening a week and do some PvP to some extent/level - probably. But spread that between gankers/griefers/power players/1v1mebros/pirates/lawful enforcers/tournament style wing fights and suddenly the numbers look a lot thinner in practical application.

Cool, that was my feeling on the matter too.

Follow up question: are there 200 players that know which end of a gun goes bang?
 
which end of a gun goes bang?

The middle!
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Deleted member 192138

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Thank you - I have no dog in this fight, especially regarding the argument of HOW relative mouse works - looking in from the outside I was more interested in the actual records and results when M&KB face off against HOTAS players. Thanks for the info!
PvP combat in this game is much more about awareness, strategy, positioning and timing. Fine aiming is the final point at which, if all these come together, you get the hit - but tbh the primary damage dealers are PAs and rails which only require you to be on target at the exact moment of the burst at which damage goes out.
Regardless of how your fine motor skills are and precision aiming is - positioning and timing will be the biggest factors in landing the shot with these weapons.

Because of this we can argue until we're blue in the face about the mechanical differences between a mouse and a stick, whether or not one of these tools has a substantial advantage over the other and whether or not relative mouse implements an additional counterforce to stabilise momentum beyond player input in FAOff. But then a console scrub on a gamepad that put the practice in and has squibbly control over their rotations but really good positioning and pip management will give the both of us a 2v1 spanking that will make us depressed about logging back into the game for a month.
 
Let's hope not. I don't know much about PvP combat, but that would seriously mess up PvP racing imo ;)
sanderling we also dont want a change in the flight model. a static rotation for newtonien translation (yes we all know its kinda newtonien i will use the term from now on nevertheless) would not change the flight model at all.
 
sanderling we also dont want a change in the flight model. a static rotation for newtonien translation (yes we all know its kinda newtonien i will use the term from now on nevertheless) would not change the flight model at all.

It might not change the physics model, but it certainly changes the flight model, which, in the game we have, couples these two aspects of flight together inextricably.
 

Deleted member 121570

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sanderling we also dont want a change in the flight model. a static rotation for newtonien translation (yes we all know its kinda newtonien i will use the term from now on nevertheless) would not change the flight model at all.

As long as it's an option dude, I got no issue with it. I personally wouldn't wanna fly with it, cos I like my rotations free and fast ;)
I know you don't mean for it to replace the existing FAoff approach, so I'm not spitting nails, teeth, fur and venom :D
 
a static rotation for newtonien translation (yes we all know its kinda newtonien i will use the term from now on nevertheless)

I don't understand what this means, you can't have a static rotation.

I do understand that English isn't your native language and I am not trying to be a about that, I just think this could do with some more explanation to avoid confusion.
 

Deleted member 121570

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I don't understand what this means, you can't have a static rotation.

I do understand that English isn't your native language and I am not trying to be a about that, I just think this could do with some more explanation to avoid confusion.

I think he just means that the rotation would stop when you stopped input, so it'd go static. Like FA on now.
 
It might not change the physics model, but it certainly changes the flight model, which, in the game we have, couples these two aspects of flight together inextricably.
morbad thats an important aspect. from my point of view a change of the rotation does not affect the flight model.
as we see it in mouse rotation.
why do you think the flight model would be effected when the "rotational assist mode" would be introduced as option.
 
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I think he just means that the rotation would stop when you stopped input, so it'd go static. Like FA on now.
exactly this as it was also suggested from some participants in this thread

i dont see personally why this should change the fight model at all. espacially when it is an additional option.
but maybe i miss something.
 
I think he just means that the rotation would stop when you stopped input, so it'd go static. Like FA on now.

Ok, I get that. Thanks.

Funnily enough I don't use the mouse for rotation, I use the keyboard and you could easily use a hat on the Throttle of a HOTAs to work in exactly the same way.
 

Deleted member 121570

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Ok, I get that. Thanks.

Funnily enough I don't use the mouse for rotation, I use the keyboard and you could easily use a hat on the Throttle of a HOTAs to work in exactly the same way.

Just for clarity; when I say 'rotation', I mean pitch / roll / yaw. :)
The stuff that moves your nose, rather than actually moves the ship
 
Ok, I get that. Thanks.

Funnily enough I don't use the mouse for rotation, I use the keyboard and you could easily use a hat on the Throttle of a HOTAs to work in exactly the same way.

for clarificaton
rotation in flight physics means rotation on all axes
so pitch yaw and roll
thats the rotation
 
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