Forum Discussion
That's strange, i find it to be exactly opposite. The less maneuverable the craft, the slower the target moves across my screen, and the easier it is for me to stop the crosshair on-target. It's the reason i prefer flying tie bombers and tie fighters with reinforced armor (both have roughly the same maneuverability).
Aiming with an interceptor is like trying to land a headshot with a scope when your mouse sensivity is too high. You basically have to start the "countersteer" while your target is still off-screen, or you will overshoot it, making the aiming more a guesswork than anything.
- 5 years ago
@court_jester77xGood point. I was confusing examples in my reference to the support craft. The TI and A-wing are the greatest example of doing hard / fast turns and having a hard time coming out of them to shoot.
With the support craft, the inertia problems are more on the head-to-head itself. They are slower to respond in the first place, which leads to oversteering when you aren't used to it: pulling up harder to make a small adjustment happen, then realizing your mistake and having to correct back down.
That's sort of a different problem, and one that is more easy to fix by being accustomed to it, than the hard fast dogfight turn-and-shoot.
I think it would be great if they just *dialed down* the rotational inertia / angular momentum thing. They don't need to get rid of it altogether. Just dial it back so it is more manageable and quick aiming becomes at least an achievable goal. And it would also be fine to make it easier to come *out* of a turn, for all craft, while keeping it harder to go *in* to a turn, for less maneuverable craft, to keep that aspect as a balance issue.
But in general, I just want it to be possible to aim with more quickness and precision all around. - Billkwando5 years agoRising Vanguard
@court_jester77x wrote:
Aiming with an interceptor is like trying to land a headshot with a scope when your mouse sensitivity is too high. You basically have to start the "countersteer" while your target is still off-screen, or you will overshoot it, making the aiming more a guesswork than anything.This is similar to what I was saying. Maybe it IS the inertia messing up my aim, but naturally I blame myself. It would certainly jibe with what I described above.
- 5 years ago
I think this would be much easier to work with in VR than 2D. Being able to track the target visually and base your turn on that info makes mitigating the inertia much easier.