STAR WARS™: Squadrons

STAR WARS™: Squadrons

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croma Oct 4, 2020 @ 1:27am
auto aim
fix the auto aim ore im out
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Showing 31-45 of 48 comments
Taldren Oct 4, 2020 @ 6:41pm 
In a game about aiming and shooting, guns that auto track even a little bit are just game-breaking. Get rid of them, they defeat the purpose.
xunlaiAgent Oct 4, 2020 @ 6:43pm 
Originally posted by Taldren:
In a game about aiming and shooting, guns that auto track even a little bit are just game-breaking. Get rid of them, they defeat the purpose.

And it's not even a little bit... It's quite a lot sadly.
Spaceman Oct 4, 2020 @ 7:09pm 
Originally posted by Taldren:
In a game about aiming and shooting, guns that auto track even a little bit are just game-breaking. Get rid of them, they defeat the purpose.

It's actually a game about flying Star Wars starfighters, which, in case you haven't noticed, also have guided missiles, which don't require any skill to use. It's not some hard-core test of personal hand-eye coordination and precision. The 'auto-aim' is entirely consistent with the internal logic of Star Wars, and the trench run scene above is not the only example of its appearance in Star Wars. A-wing wingtip blasters can pitch up and down and gimbal slightly left and right; X-wing lasers have adjustable convergence range thanks to adjustable lenses in the barrel muzzles; etc. Additionally, this is clearly intended to be a casual experience they are trying to make as accessible to as many people as possible.

As for guns that auto-track being game breaking... no. Everyone has access to the same auto-aim, which means it's balanced just fine. We also see weapons in real life with auto-tracking, such as the gun pods mounted to the Su-25T, which auto-track whatever you have caged in the Schkval targeting system. With four pods, plus the gun on the nose, you literally have more firepower than an A-10, and it tracks!
xunlaiAgent Oct 4, 2020 @ 7:23pm 
Originally posted by Spaceman:
Originally posted by Taldren:
In a game about aiming and shooting, guns that auto track even a little bit are just game-breaking. Get rid of them, they defeat the purpose.

As for guns that auto-track being game breaking... no. Everyone has access to the same auto-aim, which means it's balanced just fine. We also see weapons in real life with auto-tracking, such as the gun pods mounted to the Su-25T, which auto-track whatever you have caged in the Schkval targeting system. With four pods, plus the gun on the nose, you literally have more firepower than an A-10, and it tracks!

Su-25t and A-10 are ground attack air planes, not fighters. Those weapons are not meant to be used against airplanes (though they can be used so in a pitch). The schkval is too clumsy for air combat anyway. On a su-25t you want to avoid fighting other air planes whenever you can. If you really have to fight, you are better off jettisoning the gun pods for more agility and use your two AA-missiles (and built-in cannon as a last resort).

Fighters generally have fixed guns because turrets are not useful or feasible in modern air combat.
Last edited by xunlaiAgent; Oct 4, 2020 @ 7:25pm
TheSting Oct 4, 2020 @ 7:24pm 
you lot do realise how impossible aiming at interceptors would become if auto aim was outright removed right?
xunlaiAgent Oct 4, 2020 @ 7:25pm 
Originally posted by TheSting:
you lot do realise how impossible aiming at interceptors would become if auto aim was outright removed right?

It isn't impossible to hit them. If they were also more fragile, it would be completely fine.
TheSting Oct 4, 2020 @ 7:32pm 
Originally posted by xunlaiAgent:
Originally posted by TheSting:
you lot do realise how impossible aiming at interceptors would become if auto aim was outright removed right?

It isn't impossible to hit them. If they were also more fragile, it would be completely fine.
im saying it would be, not that it is
unknown Oct 4, 2020 @ 10:59pm 
Originally posted by Spaceman:
Originally posted by Taldren:
In a game about aiming and shooting, guns that auto track even a little bit are just game-breaking. Get rid of them, they defeat the purpose.

It's actually a game about flying Star Wars starfighters, which, in case you haven't noticed, also have guided missiles, which don't require any skill to use. It's not some hard-core test of personal hand-eye coordination and precision. The 'auto-aim' is entirely consistent with the internal logic of Star Wars, and the trench run scene above is not the only example of its appearance in Star Wars. A-wing wingtip blasters can pitch up and down and gimbal slightly left and right; X-wing lasers have adjustable convergence range thanks to adjustable lenses in the barrel muzzles; etc. Additionally, this is clearly intended to be a casual experience they are trying to make as accessible to as many people as possible.

As for guns that auto-track being game breaking... no. Everyone has access to the same auto-aim, which means it's balanced just fine. We also see weapons in real life with auto-tracking, such as the gun pods mounted to the Su-25T, which auto-track whatever you have caged in the Schkval targeting system. With four pods, plus the gun on the nose, you literally have more firepower than an A-10, and it tracks!
True, but you are forgetting that the complaints are from people who wanted a sequil to the tie fighter and x-wing series from the 90s. Which was a hardcore simulation experience.

1-3 hits could kill and the aim needed to be perfect and percise. It added a lot larger of a skill celing where this lowers it. Obviously the intention is for an arcady game that is accessable to everyone, but for someone who wants a hardcore simulator game that is unfriendly to beginners with a ton of skilled plays, it is a downgrade.

I personally am alright with it since you cannot have begin to develop a demand for a game type when it doesn't exist so this will hopefully pave the way for more games of its type with some being simulation focused and others being arcade.

But a possible hardcore mode would be a fun addition/mod for this game.
Meat Bob Oct 4, 2020 @ 11:36pm 
Originally posted by xunlaiAgent:
Originally posted by TheSting:
you lot do realise how impossible aiming at interceptors would become if auto aim was outright removed right?

It isn't impossible to hit them. If they were also more fragile, it would be completely fine.
If this game was a "no aim assist" flight combat game, chances are good everything would be fragile. One or two hits should realistically shoot down anything without shields up. They dont, because this isnt that kind of game. Welcome to simcade.
xunlaiAgent Oct 4, 2020 @ 11:46pm 
Originally posted by unknown:
Originally posted by Spaceman:

It's actually a game about flying Star Wars starfighters, which, in case you haven't noticed, also have guided missiles, which don't require any skill to use. It's not some hard-core test of personal hand-eye coordination and precision. The 'auto-aim' is entirely consistent with the internal logic of Star Wars, and the trench run scene above is not the only example of its appearance in Star Wars. A-wing wingtip blasters can pitch up and down and gimbal slightly left and right; X-wing lasers have adjustable convergence range thanks to adjustable lenses in the barrel muzzles; etc. Additionally, this is clearly intended to be a casual experience they are trying to make as accessible to as many people as possible.

As for guns that auto-track being game breaking... no. Everyone has access to the same auto-aim, which means it's balanced just fine. We also see weapons in real life with auto-tracking, such as the gun pods mounted to the Su-25T, which auto-track whatever you have caged in the Schkval targeting system. With four pods, plus the gun on the nose, you literally have more firepower than an A-10, and it tracks!
True, but you are forgetting that the complaints are from people who wanted a sequil to the tie fighter and x-wing series from the 90s. Which was a hardcore simulation experience.

1-3 hits could kill and the aim needed to be perfect and percise. It added a lot larger of a skill celing where this lowers it. Obviously the intention is for an arcady game that is accessable to everyone, but for someone who wants a hardcore simulator game that is unfriendly to beginners with a ton of skilled plays, it is a downgrade.

I personally am alright with it since you cannot have begin to develop a demand for a game type when it doesn't exist so this will hopefully pave the way for more games of its type with some being simulation focused and others being arcade.

But a possible hardcore mode would be a fun addition/mod for this game.

This is how Star Wars is meant to be. It is inspired by cold war and WW2 air battles after all. I wish they would add some kind of "Jedi" mode where damage was greatly increased, speed was increased and auto aiming was removed (outside of maybe under target locks).
Larkis Oct 4, 2020 @ 11:56pm 
Originally posted by unknown:
Originally posted by Zenith:

I'm pretty sure that's how they actually work in-universe. Star Wars may have been inspired by WWII dogfights, but these aren't WWII fighters by any means.
Various books say that they are not gimbled. The old tie fighter games and x-wing games had no gimbled weapons on the tie fighters or x-wings. They did this to make the game easier.

Also in the actual cannon and lore shields only stop 2 or 3 shots at the most and then you take a heavy amount of damage. Ties die in 1 or 2 hits and x wings in 3 or 4. As the shields help out a bit. It requires good aim.

Wirh actual canon you z
Talk about the 20years old gsme right? There are not canon.

Look at the movies. Both sides explode after a short burst. Eveny Y Wings in Rouge One where shot out of the sky qith one hit of a stationary gun.

That Rebells are tough and Ties dies on 2 Hits is a LucasArts Thing to make the original XWing more enjoyable to the crowd. Its not canon and never was.
Larkis Oct 5, 2020 @ 12:09am 
Star Citizen has the exact same "auto aim" on fixed wespons.
[EH] Icedsnacks Oct 5, 2020 @ 12:16am 
Originally posted by Rax Savvage:
autoaim is totally in multiplayer
theres no point being the imperials, the lack of shields just means the rebels out tank you

As someone who literally just went 12-4 in a dogfight, in a TIE Interceptor (with Dampener Hull, so even less hull) against a Rebel team that was X-Wings, a Y-Wing and a U-Wing. LOL.

Oh. And I play "Instruments Only"

Build is:

Standard Laser Cannon
Anti Starfighter Missile
Repair Droid
Countermeasure: Missile Reverser
Engine: Standard
Dampener Hull
Last edited by [EH] Icedsnacks; Oct 5, 2020 @ 12:19am
unknown Oct 5, 2020 @ 1:19am 
Originally posted by Larkis:
Originally posted by unknown:
Various books say that they are not gimbled. The old tie fighter games and x-wing games had no gimbled weapons on the tie fighters or x-wings. They did this to make the game easier.

Also in the actual cannon and lore shields only stop 2 or 3 shots at the most and then you take a heavy amount of damage. Ties die in 1 or 2 hits and x wings in 3 or 4. As the shields help out a bit. It requires good aim.

Wirh actual canon you z
Talk about the 20years old gsme right? There are not canon.

Look at the movies. Both sides explode after a short burst. Eveny Y Wings in Rouge One where shot out of the sky qith one hit of a stationary gun.

That Rebells are tough and Ties dies on 2 Hits is a LucasArts Thing to make the original XWing more enjoyable to the crowd. Its not canon and never was.
Was referring to the books not the games. But the games based their mechanics from the books.
iHS Oct 5, 2020 @ 2:46am 
I think there is some confusion here: autoaim weapons are being mistaken with aim assist that the game inherently provides. Both are true: there are autoaim weapons that offer -60% damage reduction for autoaim trade-off, and additionally, when you put your crosshair on the enemy, the game magically aligns the shots. The former is understandable (annoying though), the latter actually i like a lot - I'm playing hotas, and getting a lock on the ship is hard enough with aim assist, i don't imagine shooting a A-wing or Tie Interceptor with acceleration/mobility upgrades without them. It's just your astromech/targeting computer helping you out ;)
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Date Posted: Oct 4, 2020 @ 1:27am
Posts: 48