#Light fighter hit detection improvement.

1 messages · Page 1 of 1 (latest)

cinder flare
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After playing for a while I have to say light fighters are my most hated ships in this game, and I am SO HAPPY they basically nonexistant on difficulty 4.0 and 5.0.
Sure, they are fast and nimble, as they should be, but the hit detection of pilot cannons are just so bad. It they fly perpendicular to you, even if you aim at the target crosshair and it's dead on, you do not hit because your shots are too slow for them.

  • small shot speed increase or a slight light fighter speed decrease would work wonders
    Another issue is that on the Dart there is a pretty big window where your pilot cannon shoot in an X past the light fighters even if you are dead on, and the hitbox seems not to be hit at all.
  • small increase of the light fighter hitbox fixes this
mortal saddle
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Your primary issue seems to be when they are flying perpendicular to you (the least easy way to shoot them). That seems reasonable, though. In space / air combat, positioning is everything. I would hate for the space combat to turn into a gallery shooter.

cinder flare
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or shots flying past it, because the hitbox is too small for the V shape on the dart

mortal saddle
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If the hit box makes positioning irrelevant, that makes the game less engaging and drops the skill ceiling considerably.

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At that point, the combat aspect becomes a point and click adventure game.

cinder flare
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It is not a question of skill.

mortal saddle
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You're right. It's about positioning. Even a targeting computer will have the hardest time helping the hit when they are flying past you perpendicularly. Reposition. That's dog-fighting 101. Get behind the enemy ship.

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The skill aspect is in quickly and effectively controlling your position relative to the enemy/enemies.

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I get your complaint. It's frustrating to have the "targeting computer" tell you where to shoot to pre-empt their location just to have it still miss. I just think it's rooted in a misunderstanding of the role a targeting reticle plays in ship combat. It's not meant to replace tactics, just to assist with a moving target.

cinder flare
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It is not a question of positioning either.

mortal saddle
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Ok. How am I misunderstanding the issue?

cinder flare
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it is an issue that only applies to the light fighter. every other ship unit is not missed in these scenarios

mortal saddle
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Small target, up close, moving quickly, perpendicular to the shot vector. That's the exact reason that small fighters are effective against larger ships. It's the ideal scenario as the "target".

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The X made by the pilot cannons are absolutely normal. Up close shots are always going to be harder as a result. It's the same reason gun scopes need to be calibrated at a specific range, and up close you may as well not use a scope. The misalignment between sights and shot trajectory is punishing at close range. Less so at long range, where the X is shallow.

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Again, I get your frustration, but it highlights actual ship tactics and makes perfect sense. Reposition. Get behind the other ship, and take them out that way.

cinder flare
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you are completely missing my point trying to explain to me how air combat work, when the issue is the position of player weapons and the hitbox + speed of the ship making your shots miss

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this isn't an air combat simulation
if i aim at the enemy where the game tells me to aim, I should hit the enemy, period.
otherwise the crosshair is useless

mortal saddle
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I hear your point, and I think you are wrong. However, I don't think I can change your mind. Best of luck.

cinder flare
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if i were wrong, the game would have other indicators for aiming at the enemy and addressing the ballistic trajectory as a mechanic. It does not