Forums » Suggestions
Reduceable Autoaim cone
So I was thinking that a neat little feature might be to make the switch between autoaim and non-autoaim a bit more continuous, so that you can make the cone smaller (with the appropriate bind)
so you could use something of the effect:
/set autoaim 0.75
and work your way down.
This would make aiming a lot more interesting, and hitting rollers as well, you don't have to drop off the aim completely, maybe you just drop it to rail level.
so you could use something of the effect:
/set autoaim 0.75
and work your way down.
This would make aiming a lot more interesting, and hitting rollers as well, you don't have to drop off the aim completely, maybe you just drop it to rail level.
Or maybe have a maximum autoaim cone for each weapon (say set at where it is now) and then be able to set binds for the percentage of that cone for each weapon.
I like this idea. I could then reduce the aiming ability of the AGT to combat people who know how to spoof the AGT's wide cone.
I like this idea. I could then reduce the aiming ability of the AGT to combat people who know how to spoof the AGT's wide cone.
:) well, seeing as I use my mousewheel for autoaim on/off it would make it a lot more useful, I could just scroll through my autoaim settings.
Hm...
I think you forgot about this: the AGT has a pretty high rate of fire. If you don't reduce it in an amount that corresponds with the reduction of the autoaim cone, you'd have more (effective) shots per second.
That reduction is probably not exactly proportional to the reduction of the cone (number of shots = linear, area of effect, or the cone's base = area, thus radius squared).
So, if you reduce the Autoaim cone by 25%, you would have to reduce the number of shots by approximately 13% (sqrt(.75) roughly equals .87).
I think you forgot about this: the AGT has a pretty high rate of fire. If you don't reduce it in an amount that corresponds with the reduction of the autoaim cone, you'd have more (effective) shots per second.
That reduction is probably not exactly proportional to the reduction of the cone (number of shots = linear, area of effect, or the cone's base = area, thus radius squared).
So, if you reduce the Autoaim cone by 25%, you would have to reduce the number of shots by approximately 13% (sqrt(.75) roughly equals .87).
Um, I don't see yer logic, the autoaim cone only tells how close you have to be to the reticle for it to lock on.
A weaker cone does not result in more effective shots, the scatter is still the same.
A weaker cone does not result in more effective shots, the scatter is still the same.
tosh, I think you're talking about the inaccuracy of the AGT the shots fire in a cone instead of straight ahead. Shape's talking about reducing the angle at which the auto aim clicks in.
Seems like a fine idea. Don't think I'd use it but it certainly wouldn't break the game.
Seems like a fine idea. Don't think I'd use it but it certainly wouldn't break the game.
Ah. I'm sorry, Shape, I misunderstood.
Reducing the firing arc of the turret would be fun, too, though...
That would give players more 'customizeability' of their weapons systems while not entirely hammering the game out of shape.
Reducing the firing arc of the turret would be fun, too, though...
That would give players more 'customizeability' of their weapons systems while not entirely hammering the game out of shape.
"hammering the game outta Shape"...
hehe... interesting concept... :)~
(but seeing as how our matches are something like 4258 to nothing, his favor... it's not very likely.) [<-- totally made up number, he'll have the stats, prolly]
hehe... interesting concept... :)~
(but seeing as how our matches are something like 4258 to nothing, his favor... it's not very likely.) [<-- totally made up number, he'll have the stats, prolly]
oooo... using a mousewheel to adjust autoaim!