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报告翻译问题
I want it to shoot properly where i aim, locked on or not, that would fix the problem.
Is English your first language or not?
saying "there's nothing wrong with it" and then stating a problem is contradicting yourself.
Well the problem must be your brain then? Just to clarify for the dummies, 'lock on' and 'aiming' are two different things, now do you get it?
The lock on is fine, let it continue to do what it does, just fix the aim so it shoots properly where i aim, locked on or not.
Lock on would still be useful for following a target and for the torpedoing aiming advice
X never works.
I would agree with the OP and vote the lock on be removed altogether if that was the only way to fix the problem rather than continue like it is. ....But i would prefer to keep the lock on and simply fix the aiming system.... i just want to be able to aim at something and shoot at it and have the shells fall there in exactly the same way as if i was locked on. I dont want this crap of shells falling stupidly, oh , well, because i was 'not' locked on.
Now what i find most interesting, if your locked on to ship A, and nearby is ship B and you aim at the water line of ship B using the base line of the aiming reticle, you will miss horribly.
Now as far as the computer knows, you have aimed at the water line of a ship, and you are locked on, ... so how does it know you are aimong at the water line of a different ship and not the one you are locked on to and then makes you miss???
That is an accurate, pun intended, assesment.
Would be severely unfair otherwise.
Erm, if you are locked to ship A, by definition, computer thinks you are aiming at the pixelset-hitbox-watchmacallit of ship A, since you are far off those pixels aiming at ship B, you will of course have to rely on dispersion to hit.
You seem to ignore the fact that computer knows what ship you are looking at, and incidentally it keeps you locked at whatever ship you are locked at...
You would not be circumventing spotting mechanics? Because spotting occurs independantly of being targeted. But you would circumvent the captain perk that tells you how many ships are targeting you, and incoming fire alert. Not that these percs are all that significant in my opinion.
You dont get what i mean.... ok let me put it another way.... lets say you are locked on to ship A and you aim at the water line of ship A but then you slipped a little bit and aimed too low.... the shells hit just a bit too low *where you aimed* and missed. Now lets say there happened to be ship B right there, you were actually aiming at the water line of ship B, but the computer cannot know that, it only knows you aimed poorly at ship A.... but, somehow it makes you miss ship B regardless!!! this is what i find fascinating? Its like ship B has a forcefield around it that prevented the shells from landing where they would have landed had ship B not been in the way
this extra locking thing is basically the equivelant of auto-aim on FPS games, it directly inhibits your ability to mutli-target.
yes you can press X to un-target but it will just re-target something in a couple seconds.
this is an obvious handycap designed to give new players an advantage and counter the horriblly unrealistic range/spread mechanics they have.
Well, it is because they deliberately sabotage aiming without being locked on, if they did not do that then the locking system would not annoy you at all rite?
I wonder is it possible to learn the sabotaging behaviour over time, so that expert players can shoot accurately at a different ship to the one they are locked on too?