Over rotation with mouse aiming

i would like to request a small QOL change for mouse aiming to help with over rotation, simply put when rotating especially doing a 180 turn, you end up rotating about 225 degrees (or more) before coming back to the 180 position, this mainly effects hovers and omni wheel builds, it can be, somewhat mitigated by pressing the opposite rotational key on the keyboard before reaching 180, to preemptively slow down the rotation before reaching a 180 degree, this effect depends on the power, mass and top speed of your build, more mass means more inertia to slow down, more speed means, you need to slow your vehicle down form a greater rotational velocity, and more power helps with slowing down but it can also help you reach your top speed quicker which in some what counteracts speed to a certain degree.
in any case the game needs to preemptively slow down your rotation before reaching your mousse position
video attached shows the issue

This was intentional, to try and balance camera steering vehicles without really nerfing performance too badly.

It was in the changelogs somewhere near the beginning of the heli season.

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makes mouseaim players have to touch their keyboard at least a few times per match

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I think you’d do better if you learned to play w/o camera steer. Its supposed to make the game somewhat playable if you can’t play omni parts, but you really ought to broaden out and learn to play without it. If you spectate really good omnidirectional players they are not using cam steer unless running a slit build. This is a vehicle game with a lot of inertia, it can’t be treated like a third person shooter.

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mouse aim is just training wheels which ultimately limits you

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And its downright OP when powerscore is not a limiting factor, cuz bigram slit spiders have 4k+ cab hp and armored v slits so narrow that ballistic projectiles are too big to fit through and hit weapons even with perfect aim.

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A lot of camera steering players play it as such, and that nerf finally hit it hard.

I cannot say this enough: If you want to play it like a third person shooter, then go play a third person shooter.

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new mrbeast video: who strips this median wins $1,000,000

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The MF with a Mandrake, Heather and God-tier aim:

Looks pretty doable to me

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hay yeah these are some good replies, i have actually played the game for much longer then when mouse aiming was a thing, and even had “mouse aim only” builds before mouse aim was a thing, manually aiming with the keyboard and what not, lets just say, on 300ms ping, aiming with a keyboard with a limiting firing angle build is NOT viable, the response time form ping, not to mention allot of builds have, slow acceleration unless your using a toothpick as armor
anyway point being, i can’t calculate the rotational velocity of my vehicle on the fly in my head to press the opposite directional button perfectly each and every time, the best i can do is guess, the time it would take to slow down the rotation of the vehicle for every single situation, especially when getting knocked around on a hover
i often even find myself fighting the mouse aim with my keyboard where i want to rotate one way but my mouse aim is trying to force the vehicle to go the other way because its “slightly little more to the left” when I’m trying to rotate the other way doing a 360 degree turn, keyboard inputs need priority over mouse aim, not this “well lets combine the two inputs kind of thing” if i tell my vehicle to rotate to the left i expect it to rotate to the left, not this “well lets rotate to the left but only a little bit because as soon as you rotate to the left your mouse aim prevents you from rotating to the left”
also these bigram spider things don’t experience this issue at all because they don’t carry allot of inertia when turning, as you can see form my video

I think that might be the point…?
This game has been going in a bit more of a “realistic” direction lately (or about as realistic as you can get with the genre…)

what’s realistic about a post apocalyptical game where you can just stick random parts together with “magic” with none of the axels lining up on the frames and guns seemingly creating more ammo out of thin air, or the fact that you can stuck an ammo box up on a 50ft pole and SOMEHOW obtain ammo out of it mid combat through the magic of teleportation
i don’t play this game for “realism” i play it because it fun, because i have freedom to do whatever i want with the build I’m making, if i want realism, i will go play world of tanks or any other number of games that are doing that already
personally, i think if a player wants to run a sideways spider mandrake build, they should be able to do that, why does the gun need to be facing straight up to fire bullets?
sure maybe nerf the rotational speed, or make the gun perform a little worse to balance it, one could argue that hanging a weapon like that could put strain on the motors trying to rotate it causing it to be unable to be rotated in any way, idk but don’t nerf it to the point where it’s just not viable, it’s a cool idea and something fun to build, hell just make it reload longer when sideways

oh not to mention, if were on the topic of realism do you think it is unrealistic to have a computer calculate the rotational velocity of your vehicle to prevent you from over rotating? hell make it a module, make it cost energy, give me a gyroscope, not that you could even need a gyroscope to do this, take the angular velocity of the vehicle, take the acceleration/ deceleration of the vehicle figure out how long it would take to decelerate the vehicle for it to reach it’s target position, this IS realistic, have you seen any number of those self balancing lego sticks on YouTube, this stuff is not hard to do for a computer, and they clearly have computers in the post apocalyptic world

This seems balanced. It’s not a half bad idea.

Imagine they add a delay for loading based on how far the ammo box is from the gun

Axel/frame relationship bothers me. But the machineguns have large enough box magazines that it wouldn’t make sense to limit them. Autocannons have mag sizes that correspond to their overheat, I think. When an autocannon that has no boost modules overheats, it has “run out” of ammo and needs to be “reloaded” (cooling down).

Welding. It’s called welding. Have you not heard the sound?
Some decor parts are bolted or tied to the vehicle.

Brother, it is a cover negating howitzer, that is its purpose. If you want to fire in a flat arc, use an incinerator.

or reduced cooling speed if the radiator is further away haha

but if you slap a bunch of radiators on 1 autocannon they also get increase ammo capacity for some reason preventing the need to reload as often? doesn’t make much sense

yeah your right i can admit when I’m wrong and I’m defiantly wrong on that, most of the parts in this game look metal enough and could be welded…

I’m too dumb to know what this is? and google is not helping me, and if they make a legendary incinerator i would gladly run it, I’m still firm on my belief that the player should have freedom to create crazy builds like this, then have the game balance it more appropriately, rather then making it a non viable option, look at the yongwang for example, next update if you mount it upside down it will be damn near useless, at that point, why even let the player mount the gun upside down to begin with? why do through the effort of making it shoot less projectiles if it is upside down? i stand strongly on the idea of creativity first, then balancing around peoples creativity, rather then just limiting how creative people can be

i tried having a look for the changelogs myself around the heli season, but i couldn’t find it, would love to see exactly what they mentioned to figure out what there concern was, do you remember if it was it’s own dedicated post?

Yeah… the theory sort of falls apart when you do that.

Howitzers are artillery. “Cover-negating” just means that it (for the most part) is not affected by cover and can still do considerable damage to enemies even out of line-of-sight.