![]() ![]() Essentially it would be like playing Scorched Earth but in a 3D-world with yourself and targets moving! (heard in WoWs alpha they tried an approach when you shoot in an angled top-down perspective, likely before coming up with target lock). The slower the shell velocity - the higher, think of USN cruisers.Ģ) It would be extremely difficult to hit anything that way. If the game used traditional FPS aiming:ġ) You would have to aim at the sky, up to 30-45 degrees. Since it's not a FPS - you can't just shoot in a straight line or adjust to the shell drop just a little, shells arcs are really high. The game world is 3D, but you're only able to aim at 2 axis. 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 I've already described to you how it works before. 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. the shells hit just a bit too low *where you aimed* and missed. 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. 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. 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.
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