Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Believe it or not, it's something I've mentioned to the team a few times. I think the problem is that controllers don't have any more options to add to break the target lock. I'll swing it by the team one more time, though...maybe they'll have a change of heart?
Not sure how hard it would be to code in something like maybe a double R3 click to detarget? Or at the very least retarget? I mean, not being able to clear targets is a mild nuisance, but not being able to CHANGE targets in many instances is more detrimental to the gameplay. Sometimes I struggle to open a stupid container because my lasers insist on shooting at this out of range turret behind a shield barrier that's a full 30 degrees or more away from the center of my targeting reticle. I mean... Ugh.
And through QA Testing with the team, I'll mention that the game was tested to ensure it was possible to beat the game without any Perks on Hard with all ships, as well as conquering Hardcore Mode with all ships. So I can confirm it is doable, albiet easiest for me in the Scout.
Yeah, I hear you there. My struggle is targeting pods on G&B Transports when using a controller. It is DIFFICULT. I'm directing them to this thread right now. ;-)
EDIT: I chatted with Andi (one of the devs) very briefly and he admits he has a similar struggle. I can confirm they are interested in finding a solution, though it sounds like there will be some exploration to find a good one (but they've got some good ideas).
Thanks for your feedback!
What I'd like to see, personally, as I played through last night, is for it to "cycle" targets. If I target a maurader and a few drones from a ways out, I'm pretty much stuck with whatever I targeted first, and can't even see if his friends are drones or scouts or what. If I could keep hitting target to cycle through them, that would be amazing.
And as I mentioned in another thread, frigate hull nodes need to be higher priority for the auto target than they currently are. I lost a run because I couldn't for the life of me shoot the stupid hull nodes.