yeah, worried that fixed weapons probably wont just magically work well again if they are re-added as a choice at this point. Because everything else changed at the same time it seems likely they wont even be playable because only autos will track well. I would suggest going back to before most of the experimental changes except with, strafe boost being stronger than mains boost, we can leave that lol.
Also If autos have to exist they should track slowly enough that any player performing serious evasion can outrun their aim, the way it works with fixed weapons.(with fixed you KNOW a certain movement can always force a miss temporarily)… but that doesnt work because whether you can outrun the aim depends on distance (at long range the same motion results in less on-screen motion).
Therefore, a perhaps slightly artificial solution is to scale their tracking speed with range so that at all ranges the typical interceptor’s boost accel can outrun the tracking. Maybe scale it worse up close to simulate fixed weapon nose acceleration inaccuracies. This would help reduce the scaling problem where autos are still kinda bad against new players but also the best option against skilled evasion, you could have them be a bigger radius, being even easier at the start while scaling worse as opponents get better. this wouldnt solve the issue with the autos completely i dont think but it might help. balancing thing kind of thing is a can of worms.
Also feedback im hearing from the joystick combat players from other games who have played still feel the aiming is just really fiddly so im not sure the automation and subsequent FM changes really helped all that much compared to the drawbacks it caused. The autos dont make it feel easier to actually get on target for the player even if they change the aim, it doesnt “feel” like you’re aiming better.
@Tor I played battlescape for a bit today after a long time, what did they change with combat?
If only it would be easier to aim with sticks, its not smooth and I overshoot all the time.
Yeah I found aiming with joystick somewhat tedious in IB
Ultimately i feel like the thing where all 3 subcapitals are available free at the start and then scale differently with upgrades might be better for allowing a variety of player types/roles to exist…
What @TARS says about how he felt playing the game isnt necessary invalid, i believe he did have a better experience this patch but i somewhat doubt that it’s due to the stated reasons. at “low skill” the game has completely different factors that shape how it feels and that’s usually the place people arent quite sure whats happening to begin with. against npcs that dont run is very different from a player who can just run out of weapon ranges even easier now once they start losing the autowar. maybe the lesson is make most npcs even easier (maybe they can match speed to player then only use a third or less of their accel for any player-relative maneuvers?) going forward while also making neccasarry combat changes for the skill cap being restored.