The Star Citizen Thread v 3.0

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So you're totally wrong. As I said you have to have your target IN your crosshair for the lasers to focus on it.

think about it like some kind of snapping due to the fact that hardpoints are scattered around your ship, they have to focus on the point you're targeting, like your eyes do when you're looking at something.

In no way the aim system smooth, compensate or move your ship for you as SC do. It's quite a difference!

Actually I was relativising about the "aimbot" thingy,

But thanks to confirm what I think of your interventions.

I can forgive Star Citizen ship movement as its still being developed and iterated on and is pretty much a bug according to the Devs.
Elites model is final and i cant agree with a system that takes control of weapons and aims for you.
 
So you're totally wrong. As I said you have to have your target IN your crosshair for the lasers to focus on it.

think about it like some kind of snapping due to the fact that hardpoints are scattered around your ship, they have to focus on the point you're targeting, like your eyes do when you're looking at something.

In no way the aim system smooth, compensate or move your ship for you as SC do. It's quite a difference!

Actually I was relativising about the "aimbot" thingy,

But thanks to confirm what I think of your interventions.

In ED the gimbal weapons auto aim in close radius around the reticle. I'm very fine with this as it allows me to conveniently fly with HOTAS while using gimballed weapons.
In SC you have a follow-mode and POI compensation in proximity to your focused target. But those mechanics in SC are only training wheels for beginners. Good pilots don't use those as manual following and aiming at a target is much much more effective if you get the hang of it.
 
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I can forgive Star Citizen ship movement as its still being developed and iterated on and is pretty much a bug according to the Devs.
Elites model is final and i cant agree with a system that takes control of weapons and aims for you.

It's a clever solution that creates fluid combat, balance and makes Elite control agnostic. Something that SC still has to achieve.
 
It's a clever solution that creates fluid combat, balance and makes Elite control agnostic. Something that SC still has to achieve.

I agree. From a flight simmers perspective aiming should be an important but not the dominating factor of dog-fighting and this solution is ideal for HOTAS users too.
 
It's a clever solution that creates fluid combat, balance and makes Elite control agnostic. Something that SC still has to achieve.

Actually it takes skill out of the game. If all you have to do is get close and the weapons take over on their own.
How do you place strategic shots on weak points of the ship your fighting if the computer takes over aiming for you?
 
Actually it takes skill out of the game. If all you have to do is get close and the weapons take over on their own.
How do you place strategic shots on weak points of the ship your fighting if the computer takes over aiming for you?

First the aiming only works for gimballed weapons in a small radius, those weapons are weaker than their fixed counterparts which need fully manual aim.
Second, turn rates in ED are much slower and hence maneuvering and positioning is much more skill-based than in Star Citizen where turn rates are extremely fast.
 
First the aiming only works for gimballed weapons in a small radius, those weapons are weaker than their fixed counterparts which need fully manual aim.
Second, turn rates in ED are much slower and hence maneuvering and positioning is much more skill-based than in Star Citizen where turn rates are extremely fast.

Its already been mentioned even the fixed weapons auto-aim when you get close.

talking about fixed weapons
I can clearly see the orange dots focus on the enemy and float a little over the hull .



You would think with the slower pace of the combat that such a system actually wouldn't be needed.

Hows the Damage model in Elite. Is it anything like SC? can you disable certain parts of the ship. Engines for example?
I guess if it doesn't have one then all this is really just a moot point
 
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Cool, I hadn't seen that before. Nice to get conformation of this (subject to change and all that of course). Hopefully it won't be to much of a hassle to set up a private PU for offline single player.

Regarding your comment about videos, I absolutely agree. Videos are great for conveying visual information (e.g. gameplay demonstrations and art), but absolutely sucks at other kinds of information, since they are so bloody cumbersome to search through. IMHO it's really an unfortunate trend that everything is shared in video format nowadays (and that doesn't just go for CIG, it's a general problem really).



It's a bit of a semantics thing, but technically I would say that ESP is aim-assist (flight-assist?), not aim-bot/auto-aim. aimbot/auto-aim completely takes over aiming, whereas aim-assist just provides a bit (or a lot, depending upon the game) of a nudge to help you aim. Admittedly the bug where you can just wiggle you stick at random (no innuendo intended) to lock onto the target, is somewhat auto-aimish in nature, but it is also an acknowledged bug, so meh.

I was able to find a link showing that CIG are not 100% sure that squadron 42 will be offline.

https://forums.robertsspaceindustries.com/discussion/comment/2123382/#Comment_2123382
 

Mu77ley

Volunteer Moderator
Hows the Damage model in Elite. Is it anything like SC? can you disable certain parts of the ship. Engines for example?

You can target and disable any individual system you want, but that will just show an additional target area which you must aim for manually (unless you have gimbaled weapons) and ensure that you are attacking the ship from the right direction (you can't hit the cargo hatch from above the ship for example).

Damage is taken by individual systems when you hit the right part of the ship regardless of whether you have the subsystem targetting enabled or not. So if you know where a component is on a certain ship then you can just aim for it manually.

As an example, a good way of taking down an Anaconda a bit more easily is to target the power plant. If you destroy that then it takes the ship with it in the resultant explosion.
 
Except you need to login to their servers to run the launcher app? So you gotta be online to run SC?

Who knows if Squadron 42 will even need a login? But judging from the CIG forums even the developers don't know much :D so I sure as heck don't have an answer... :p
 
You persist in misinterpreting the auto-focus of fixed weapons I described.

I'm not misinterpreting anything. The fixed weapons move on their own do they not? how much they move or when they move is irrelevant

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Pirating, editing the story outcome (perfect start for PU), hacks/cheats and other stuff... There're a lot of possible reasons...
If you want to carry over stats from sq42 to the pu you will need to play the online version of sq42
Its not like you can edit a file and upload it to the Star Citizen database.
 
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I never realize in the 1930's guns autoaimed/moved onto their target. must have been some impressive tech back then

Which bit of the Wiki days the 1930's systems did that? Oh I see, your intentionally ridiculing my post in a vain attempt to devalue it.
 
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