Rebel Galaxy

Rebel Galaxy

View Stats:
>-FISH-D Oct 22, 2015 @ 1:53pm
Disable turret snap to target??
Just started playing. When I manually aim a turret it snaps onto the target when I move the aiming recticule within a certain range. Seems like the game would be a bit more fun without the auto lockon easy mode designed for controllers. I want to manually aim my shots with the mouse . Can we get an option to disable the snap?? Please devs :-)
< >
Showing 1-15 of 18 comments
>-FISH-D Oct 22, 2015 @ 1:59pm 
Also, the broadside guns should have an option to where you have to lead the target yourself. As of right now you just aim directly at the enemy ship and the lead is automatically accounted for you when firing. Maybe these options could be added into a Hardcore mode.
Last edited by >-FISH-D; Oct 22, 2015 @ 2:00pm
sthorup Oct 22, 2015 @ 2:02pm 
i dislike the auto snap to target. I much rather have a button to just cycle between targets.
Last edited by sthorup; Oct 22, 2015 @ 2:02pm
>-FISH-D Oct 22, 2015 @ 2:07pm 
Originally posted by sthorup:
i dislike the auto snap to target. I much rather have a button to just cycle between targets.

I just want to aim at targets and compensate for lead myself. The combat would be much more satisfying. The game currently feels like console controller easy mode is turned on.
Trevein Oct 22, 2015 @ 2:10pm 
Broadsides feel very off now with all-or-nothing targeting and automatic lock-on. If we could target manually, and "charging" only affected shell dispersion that would feel more natural and fun. Then range and ship silhouette size would mean more than they now. Automatic locking may be left optional, but devs really should get rid of 0 or 100% targeting switch and change that to shell dispersion.
obliviondoll Oct 22, 2015 @ 2:10pm 
The broadsides are your main weapons. I'd like to at least be able to turn DOWN the snap-to-target effect (I'd also like an invert mouse option on them - currently the invert toggle doesn't affect turret controls), but the nature of the game is such that the combat is more about positioning, turning and other things, rather than those precision-aiming twitch skills.

Also the less you charge the guns, the more directly your aim controls where the shots go on your broadsides (although they also spread more, so it's not so effective at range). The auto-leading is actually pretty important at longer ranges, but I'd be ok with an optional "hardcore mode" like you're suggesting with all the assistance turned off.
Anelyn Oct 22, 2015 @ 2:11pm 
It's not a FPS / simulation with skillshots and what not. Since there are so many targets at one time on screen, you need to be able to select them quickly and efficiently.
obliviondoll Oct 22, 2015 @ 2:18pm 
Originally posted by Anelyn:
It's not a FPS / simulation with skillshots and what not. Since there are so many targets at one time on screen, you need to be able to select them quickly and efficiently.

And this is exactly why I want the snap-to-target range toned down. Currently it's too hard to shift from one target to another when they're not halfway across the screen from one another.
Drist Oct 22, 2015 @ 2:22pm 
Sharing the camera with the turret is annoying in combat, I feel it would be better at a lock-on that lets me move the camera with the right stick.
>-FISH-D Oct 22, 2015 @ 3:28pm 
I'm noticing on weapon descriptions that there is a section entitled "aim assist". All the low level weapons for purchase on the starter corvette show it as enabled. I'm wondering once you get further in the game if the upper tier weapons have this option disabled. That would make sense if so.
Last edited by >-FISH-D; Oct 22, 2015 @ 3:29pm
Anelyn Oct 22, 2015 @ 3:33pm 
Realistic speaking at the speed fighters / bombers and other small attack crafts like gunships move when you look at them with a turret or broadside is impossible to target them without the snap to target feature / aim assist.

Plus mouse has much higher response / sensitivity than a controller stick so it wouldn't really work for both.

If you must have this feature and Devs decide to implement it, please MAKE IT OPTIONAL. Options are good, changing completely how the game plays with a controller to favor the mouse is not ok :)

Happy sailin' captains!
>-FISH-D Oct 22, 2015 @ 3:36pm 
Originally posted by Anelyn:
Realistic speaking at the speed fighters / bombers and other small attack crafts like gunships move when you look at them with a turret or broadside is impossible to target them without the snap to target feature / aim assist.

Plus mouse has much higher response / sensitivity than a controller stick so it wouldn't really work for both.

If you must have this feature and Devs decide to implement it, please MAKE IT OPTIONAL. Options are good, changing completely how the game plays with a controller to favor the mouse is not ok :)

Happy sailin' captains!

I agree disabling the snap to target should be an optional! This would makes both the mouse and controler crowd happy.
Last edited by >-FISH-D; Oct 22, 2015 @ 3:37pm
Nokta Oct 22, 2015 @ 3:47pm 
Welcome to the world of console gaming where everything is dumbed down due the poor-performant control device.
>-FISH-D Oct 22, 2015 @ 5:42pm 
bump
travis  [developer] Oct 22, 2015 @ 5:48pm 
So, I responded to a similar request elsewhere but I'm too tired to find it :)

The main problem with not locking is that you command groups of turrets that all have different projectile velocities. Since they fire simultaneously, they all require DIFFERENT lead distances - which means that without a lock, it's impossible for you to 'manually' lead a target. Just doesn't work.

If you fired a cannonball and a nailgun at the same time and tried to lead a target, only one of 'em is going to hit, unless they each get to be 'smart' based on the target you have selected and lead independently.

Hence, autolock.
Last edited by travis; Oct 22, 2015 @ 5:48pm
sthorup Oct 23, 2015 @ 1:55pm 
what about just letting us lock on target without the auto snap. I understand the problems you are talking about but i see no reason why we cant just lock on to targets and chose to turn off aoto target. ( and please make it so that if i lock on i stay locked on, im tired of it breaking lock just because something flies out of my field of vision)
< >
Showing 1-15 of 18 comments
Per page: 1530 50

Date Posted: Oct 22, 2015 @ 1:53pm
Posts: 18