Magnetized Bullet vs AIM in SPACE


Located in Options → Controls → On Foot Controls → On Foot Miscellaneous → Enable Aim Assist (Toggle)

Read all these threads carefully and don't understand why THIS was only done for Foot ?

We know exactly how this AIM works when firing from the RAILS. So maybe it prevents you from firing (from SHIP) Plasma and Fix Cannon ?
 
Yes, there's micro gimbaling (aka a form of aim assist) applied to rails etc. But what's your point? Are you saying this behaviour has changed after the update?
 



Read all these threads carefully and don't understand why THIS was only done for Foot ?

We know exactly how this AIM works when firing from the RAILS. So maybe it prevents you from firing (from SHIP) Plasma and Fix Cannon ?
Onfoot target move to the side, you aim the Opressor in front of the target, the autoaim kick in and the projectiles turn and go toward the target... but because its moving, you miss.

Or you aim a far enemy, but there is another closer behind a barrier. The autoaim turn the bullets toward the close target, not the intendent one.

Ship autoaim and microgimballing use the PREDICTED path for the target, but onfoot content don't have this. We miss like the thargoids against a cold ship, when they have zero prediction and movement to the side avoid all the bullets at medium range.
 
The autoaim turn the bullets toward the close target, not the intendent one.
That's the one that doesn't make any sense at all. How can it switch to another target if the scan mode was selected differently?

Ship autoaim and microgimballing use the PREDICTED path for the target, but onfoot content don't have this. We miss like the thargoids against a cold ship, when they have zero prediction and movement to the side avoid all the bullets at medium range.
I see. I mean, I have to reset the target's scope on the ship and shoot ... I'll try that when I have some free time.
 
What scanning mode? ONFOOT combat don't use target. You shoot and the bullets choose the nearest target to curve.

This patch note is related to onfoot combat, and provide a key to cancel aim assist with slow projectile weapons (plasma, but also rockets).

Another problem with rockets, hitting the ground give AoE against the whole enemy drop. But if you hit a enemy with a direct hit, damage gets reduced, like if the body protected the friends. Autoaim toward enemies is a problem here. Combat and Mercenary Elite V with Dual Karma L-6 launchers, I had months grinding with it.
 
Another problem with rockets, hitting the ground give AoE against the whole enemy drop. But if you hit a enemy with a direct hit, damage gets reduced, like if the body protected the friends.
Usually, when a person lies on a grenade, he saves those around him with his body.
 
Onfoot target move to the side, you aim the Opressor in front of the target, the autoaim kick in and the projectiles turn and go toward the target... but because its moving, you miss.

Or you aim a far enemy, but there is another closer behind a barrier. The autoaim turn the bullets toward the close target, not the intendent one.

Does it fix the issue if you disable aim assist or are you saying it’s happening regardless of the toggle setting?
 
Now is fixed if you disable this.

I didnt test the weapon in the last patch, dont have a lot of time, and rescue operations are my current activity.
 
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