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Regarding the inability of players to the "auto-target" function mentioned here to hit specific critical locations on a ship:
1) If we broke it... I'M GLAD BROKE IT!!! 2) I see it as Ref sees it... I feel it to be a really rotten cheat. It allows for an automatic critical hit that delivers maximum force. (Personally I feel it is STUPID.) 3) As long as I'm the GWX project manager... It will remain as it is... disabled. Yes I feel quite strongly about this. 4) We will not build a modlet that fixes it. 5) Sorry if I sound harsh... feel free to complain... Don't bother trying to talk me out of it... and don't pester GWX Dev Teamers about a fix. I'm not backing up from this position. Even casual gamers can learn to live without this in GWX. |
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Yes I have a bee in my little white hat.:arrgh!: |
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We removed the CERTAINTY that a critical hit would occur. |
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GWX offers a lot of new things compared to stock, NYGM, RuB, IUB, Living_SH3, UWAC and whatever there are of modpacks out there! Especially, I think of all the new eye candy things of GWX such as bridges, new units and other stuff, and I wonder of all of these new things have ever been offered as single mods through subsim or UBRS? I know, I am somehow "special" in the eyes of GWX team or its users, because I say this: we are some people who like the new eye candy of GWX and other mods, but actually prefer some of the arcade game style from stock! Please don't just say choose GWX or don't choose GWX! This has been a main reason for me to make tweak mods, not to destroy anything, just to get the eye candy for an arcade game style! A kind of "kids version" as another subsim user expressed it once... So, if you or any other team member won't "unfix" GWX features back to stock version, whether because of time or interest, do you then mind if I or any other do it then? (If you cannot read between the lines, then this was actually a permission question...;)) |
Let me try to get this straight:
So I have a target locked (L-key) in F3-scope, range <1000m. Manual Targetting OFF. (everyone should be able to play as he wants, right?) I have only 1 torpedo left. I want to lame my target, by hitting his propulsion-area, and surface to end with deckgun after coast is clear. I get a solution on midship, open tube, unlock, aim for that stern-area, and fire a steam on highest speed, set on impact/magnetic at rudder-depth. It's a preferred attack I like to use in those conditions (almost out of torps), and it's a 75% chance of a good hit, so there's a bit of luck involved...it's a matter of inches, if the torp explodes or zipps by. After all, range and AOB changed a little bit, because I moved my aim along the enemy ship, back to it's stern...I just hope the magnetic setting compensates for this. And if it works, I have a garanteed sink (of a T3, or other juicy target). One torp midship won't give me that garantee, so I take the chance. I haven't tried this tactic in GWX yet...but did use it in IUB and vanilla SH3. So in GWX, this isn't possible anymore? |
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Then you are being an opportunist and hijacking this thread. To answer one of your questions above... NO! Much of what is in GWX was made by the GWX dev team and was not offered anywhere else. Too much to list here right now. There are literally THOUSANDS of elements that were made specifically for GWX. Now SHOVE OFF and stop pestering me! |
As I understand it its not too hard to fix in the new ships
Not that hard to " break " it in the old stock ships either :rotfl: Personally I cant see the point of playing so that you know exactly where the torpedo will hit so you get a one shot kill May as well be playing stock Learn to use manual targetting or take the chance your fish will miss I never knew that facility existed but I do use auto targetting most times so you adapt - learn to fire early or late to get the shot you want Cant remember too many pics of allied freighters with the kill zones marked on the side for uboats to aim at But each to their own I suppose If you like arcade sims that is :rotfl: |
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As explained by Ref above the coordinates for the 2d compartments are in the cfg file Am 99% sure not one shipbuilder changes those co ordinates for his new ship ergo it doesnt work Stock ships it still works on as already posted above |
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When I finally do ask, I'm pestering you???? I'm sorry! But this way, you just give the perfect pretext for me or anybody else NOT to ask in the future! You said it yourself earlier! An apology means nothing if the behaviour continues! Now, I broke my previous behaviour and DID ask, and what is the reply? quote: "SHOVE OFF" Somehow, I just knew something like this would be the answer... Anything I do from now on in your eyes is bad, whether I ask or not? Hmmm... :hmm: Well, I'm not hi-jacking this thread in any way, cause I just give the info again: @anybody else wanting the auto-aim back yes, it has been done (but not by me!), the mod was only offered in ubisoft english forum, as far as I know! http://forums.ubi.com/eve/forums/a/t...3/m/3211059025 |
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Negative, you are indeed hijacking the thread and you have basically just admitted to doing so. You are simply trying to maneuver the situation to get what you want and to (yet again) make yourself out to be a martyr in the process. This is a continuance of the SAME OLD BEHAVIOR YOU'VE EXHIBITED BEFORE! LOL. Same old same old vulture stuff from you. "Mommy! Daddy! The big bad Grey Wolves are picking on me! They're being bullies! WAAAaaaa!!!" You can continue to expect resistance any time you screw with GWX files. Without our help, you won't be able to properly implement automatically targetable zones for the new GWX ships anyway. |
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