Originally Posted by JohnnyQuick
However, NavyField's auto-aim is not a simple point and click issue. The auto aim is handicapped with straightline firing,... the guns DO NOT point at the spot clicked on the map. That is the first handicap.
The second one is range - I just cant get the range with auto-aim like I can with manual.
Don't forget the 20% exp penalty.
Originally Posted by JohnnyQuick
The auto-aim function, although already handicapped, is handy for multitasking such as flying scout and aiming my guns in the general direction while scanning for enemy vessels and filling in other support functions at the same time.
Further reducing the accuracy of auto-aim is quite frankly - too much.
I don't really understand how what you described is an example of Auto usefulness. I primarly use auto on smaller ships where I'm not so great at quickly adjusting angles manually with such frequent rate of fire, mostly FFs and DDs, although I'll use manual over auto if gun placement is bad. Using it so you can... scout and aim at the same place quickly? I really don't understand your example, sorry.
Originally Posted by JohnnyQuick
Why is it that people have such a hard time using scouts? Maybe it is because they are soooo busy dodging enemy fire and trying to aim manually that they cant keep scouts in the air?
I think most people just can't actually be bothered, or they stop trying when then counter any fighters or too many AA boats. As for actually microing a scout, yeah, that isnt easy when you're line fighting or slingshotting at the same time. But, if youre doing that then you're probably in a BB, and there you should be using Aiming regardless (because Auto on classes above CA was already considerably worse than Aiming) and there were no changes made to capital FCSs anyway...
Besides, the 1 key isnt so far from manual controls, with enough practise I'm sure most skilled players can manual fire, maneuver and part-micro their scout at the same time. Even I can just about manage and I suck pretty bad at this game.
Originally Posted by JohnnyQuick
I do use manual aim for range but for me it hinders support functions that I usually end up getting tasked with.
Nerfing auto-aim under the assumption to keep it less functional when equipped with a tuning device than manual aim defeats the whole purpose of ANY enhancement in my book. I mean why spend real money if it is not going to be any better? Kinda elementary really.
The advantages of Aiming FCS are not always very apparent, the manual controls can be daunting at first, the exp penalty of Auto is not actually represented anywhere, actual tactical advantages of such precise control are not necessarily apparent straight away either. It can be easy to just choose Auto over Aiming when Aiming doesn't actually look better. The nerfs weren't so much to give Auto another disadvantage compared to Aiming, but to prevent them from having any advantage over aiming, we need to maintain the natural progression from Auto to Aiming and not allow Auto to look or be superior to Aiming all the way up to someone first BB, cos that isn't really the best time to start using Aiming.
And, just don't spend any money? They drop for free anyway. No nerfs were made to capital FCSs, so if you do get an auto buff item for those you'll get improved performance from before this patch.
Originally Posted by JohnnyQuick
This is your people's game. No one is forced to play NavyField, it comes down to a simple choice. We can visit here and enjoy your game or spend our time somewhere else. The "Balance" is off-kilter and getting worse by nerfing pre-patch values.
I dunno, don't mistake rebalancing overpowered content for across the board nerfs. Distinguishing between buffs, nerfs and fixs is important.
Originally Posted by JohnnyQuick
Look, I know I am not Mr. Popular and I sure ain't trying to win a beauty contest. However, your guys are taking "Balance" too far in the wrong direction when your people should have just left things be concerning flying time/speed of scouts or auto-aim functionality.
8 of the 13 fuel changes were fixes, not nerfs or buffs.
The remaining 7 were nerfs to the T5 scouts which have been considered for years to be too powerful. Reducing their fuel time from almost 7 minutes to 5 (which is still 100 seconds more than the previous tier of scout) is hardly going in the wrong direction.
As for the changes to speed, T5 scouts have been faster than T4 fighters for a long time. But this part is especially important in that it is a part of the large aircraft balancing patch that is coming.
Originally Posted by JohnnyQuick
If any more adjustments are made to auto-aim, maybe they could include aiming both fore and aft guns at same point where clicked on the map instead of pointing straight ahead?
By the way - auto-aim does not work with AA gunnery. (Unless on an escort of course)
Yet for me to function in any support postion I require auto-aim in order to tend to other tasks that demand attention that other players are unable or unwilling to fulfill.
You're probably better thinking of Auto like this; if it wasn't for the fact too many players would give up early and the accessibility it provides to handicapped players, it probably wouldn't even be in the game. It exists as a stepping stone to manual, it has little or no advantages against Aiming overall and it will always have some distinct inherent disadvantage to make it obvious that players should progress from Auto to Aiming.
Honestly, not really sure what support stuff you are refering to that you think you need Auto for. Hundreds of players can do everything just fine with Aiming, the most supportive things I can think of are AA, which as you noted requires Manual, and scouting, which doesn't rely on FCS in any way and isn't so difficult to do that you need Auto to stay in the fight at the same time.
And excessive nerfing does lower appeal, especially when people don't actually understand what is being changed and why. Excessive rebalancing of the game so the end result is something better to play is not a bad thing however. Whether it looks like unnecessary nerfs or essential rebalancing though is a matter of perspective.