Experimental effect for gimballed weapons

It would be "focused mount" for gimballed weapons making them ignore chaff, while increasing jitter by 1-2% and power draw by .5-1%
 
Gimbals should default to pointing forward when they lose lock. This flailing around like the robot's arms in Lost in Space is ridiculous. It's even more ridiculous when your weapons aren't even pointing anywhere near chaff and they're still waving around like windmills just because you flicked past a chaffing ship when cycling targets.
 
Maybe just decrease jitter by a good amount, not ignore chaff.

This. The counter to chaff is to unlock the target and aim manually. An engineering-based hard counter to chaff would be very bad.

As a sidenote, i also am still waiting for the "unselect target" button. Due to the lack of this button, i use the button to select the target in front of me to unselect the target. This works well enough in a RES, but in a CZ more than once used this, just to have another ship now as my target. That's very inconvenient, as deselecting the target is the best way to handle chaff. If you have to use the "select target ahead" several times, till you actually have no target selected the advantage of this is lost. You're better off just holding fire and waiting till the chaff effect is over.

Gimbals should default to pointing forward when they lose lock. This flailing around like the robot's arms in Lost in Space is ridiculous. It's even more ridiculous when your weapons aren't even pointing anywhere near chaff and they're still waving around like windmills just because you flicked past a chaffing ship when cycling targets.

When you look at what it displays, the mechanic makes some sense. You don't loose lock. Chaff is not stealth, it does not eliminate the targets signature. Instead it creates many other target signatures. So your weapons randomly target all those signatures, instead of the actual one.

There is some logic to this. Just locking them forward when chaff is active seems a bit too easy to me. Unselecting the target actually seems like a good compromise to me. The pilot has to do something, but it's not an insanely hard and complex action. For anything but CZs what we have also works fine, only there the "unselect target" button really would be nice to have.
 
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Selecting empty space is unselect.

You disappoint me here. You usually seem to read more than one sentence before you reply. Read the whole paragraph of where you cut the sentence out of. It says exactly that. Except that in CZs, where there's plenty of action going on, you often select "empty space", but there's a ship in the distance and you select that one instead.
 
You can unselect targets from the target panel, but I agree having a button/key that would specifically drop a target without selecting another would be useful.

It's very annoying to have to give up a good firing solution for fixed weapons to keep gimbals from flailing all over, or to try to quickly select empty space in a target heavy environment.
 
When you look at what it displays, the mechanic makes some sense. You don't loose lock. Chaff is not stealth, it does not eliminate the targets signature. Instead it creates many other target signatures. So your weapons randomly target all those signatures, instead of the actual one.

Doesn't make sense to me. I never want to target multiple targets simultaneously, if that's happening gimbals should turn off.
 
Doesn't make sense to me. I never want to target multiple targets simultaneously, if that's happening gimbals should turn off.
Exactly. Our ship is smart enough, the coding for “if your current target suddenly becomes 200 targets, it is deploying chaff so lock gimbals” should be simple enough.
 
Alternatively, they could simply make this a factor of the sensor grade, so E and D rated sensors are affected as normal, C and B grades switch to simply fixed mounts as they are capable of recognising that they are being disrupted by chaff while the A grades are capable of remaining locked onto the main target through chaff.

Or, if they wanted a more comprehensive solution, they could tie it into a combination of sensor size and grade, as well as other factors such as distance to target and their current heat levels. Strong sensors + highly visible target would let sensors ignore chaff, poor sensors and low visibility (such as a medium ship with E-rated sensors having an opponent chaff on top of them) could see ALL low visiblity targets being affected as the ship is effectively blinded, while the in-between values would see varying degrees of effect on the accuracy of gimbals and turrets.

It would also be nice if turrets could be operated by our crew to overcome environmental effects, rather than their operation being restricted to remotely operated holograms.
 
The "target next system in route" will deselect your target even if you don't have a "next system".

Oh, interesting. I didn't know that, this is useful information. Thanks a lot!
(Although it's still holistic knowledge and a "deselect target" button would be better. I mean, i already play for a few years and did not know this, so i guess plenty of other players are also not aware of this. )
 
You could just not fly all-gimballed and counter chaff with aiming instead of squashing combat dynamics gamewide to suit your auto-aim preferences. Don't even need to use up your mats or wait for the Devs either! ;)
 
It would be "focused mount" for gimballed weapons making them ignore chaff, while increasing jitter by 1-2% and power draw by .5-1%
How about a mod that reduces gimbal range by 50 percent, but increases damage to be halfway closer to fixed weapon stats as well as accuracy.
 
You could just not fly all-gimballed and counter chaff with aiming instead of squashing combat dynamics gamewide to suit your auto-aim preferences. Don't even need to use up your mats or wait for the Devs either! ;)
I'm trying to get better at fixed weaponry, but I still need practice...

A lot of practice
 
I'm trying to get better at fixed weaponry, but I still need practice...

A lot of practice

Get yourself a pair of G1 Plasma Slug Rails. 3.6km is plenty of range and practically infinite ammo for practice. They're a blast and easy to use once you get the swing of the timing. Having weapons that you can always count on no matter how many heatsinks and chaffs get popped is fantastic. Once you are used to them, you can try Feedback Cascade/Super Pen and really see what Rails can do.
 
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