[GBS] MrKissHun Beta Tester 96 posts 7,483 battles Report post #26 Posted April 10, 2015 So WG you are saying that this mod will not give any advantage to players over others players cos we are learning aim already? Well its partially true but when you release those first few salvos long range you don't just lead the target you also need to have the right vertical aim so you don't overshoot or fall short. Its an art that should be learnt without any assistance whatsoever in my opinion and its shared by many other players, maybe not expressed in the right manner though. Just my humble opinion. 1 Share this post Link to post Share on other sites
[COSTS] Rilohn Alpha Tester 239 posts 5,918 battles Report post #27 Posted April 10, 2015 Just reminding everyone of this. Take this in consideration before making sweeping statements. You mean off the back of Tuccy's post largely appearing to say "we don't feel it is a big deal" while also saying "we are listening to feedback"? Currently those two views don't compute since the majority of the community feedback for this mod is negative. 3 Share this post Link to post Share on other sites
majogl Alpha Tester 132 posts 3,118 battles Report post #28 Posted April 10, 2015 Just reminding everyone of this. Take this in consideration before making sweeping statements. If they were indeed following the feedback, which on the forums has been 90% negative, the statement would be that the mods will be banned ASAP 1 Share this post Link to post Share on other sites
[D-P] GhostRiderLSOV Beta Tester 147 posts 2,678 battles Report post #29 Posted April 10, 2015 (edited) Well, going to wait until this mod and other such "assists" leave and let us indeed use experience to learn how to aim better or...no big deal, there's other games out there. But I really wanted to enjoy WoWs. Edited April 10, 2015 by GhostRiderLSOV Share this post Link to post Share on other sites
[WG] Carb1de WG Staff 122 posts Report post #30 Posted April 10, 2015 You mean off the back of Tuccy's post largely appearing to say "we don't feel it is a big deal" while also saying "we are listening to feedback"? Currently those two views don't compute since the majority of the community feedback for this mod is negative. While the feedback is indeed negative, there is also a measure of knee-jerk reactions mixed in. Every time a ship is hit, accusations of aimmod use are thrown around, but who's to say that the use of that mod has become so prevalent among the playerbase? If it has indeed become pervasive to the point of more vulnerable classes being useless (mainly BBs, due to their lower reaction capacity), then action will be taken. 1 Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #31 Posted April 10, 2015 Also, in the videos that there are around it could be seen that the prediction of future position of the target is not very precise, as the lead aim only takes in account distance and bearing to the target, and speed and heading of target. I think it does not take in account speed and heading of own ship. And, evidently, it absolutely does not take in account accelerations, nor turn rates. So, as a fire direction computer, it is not very good. However, it could compensate the lack of sophistication on the internal calculations by using extremely accurate information about the magnitudes it does use. This last fact could provide a relatively easy mean of rendering it ineffective, but I should not say no more in this matter. I can only speak from my experience. Since the mod became widespread, I've sustained far more critical and citadel hits than before the mod. When in battles with higher tiers I've even been hit near to the starting position without even seeing the ship that fired at me. I've not tested the mod in training mode but I'm certain the results with and without the mod will be predictable. Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #32 Posted April 10, 2015 (edited) While the feedback is indeed negative, there is also a measure of knee-jerk reactions mixed in. Every time a ship is hit, accusations of aimmod use are thrown around, but who's to say that the use of that mod has become so prevalent among the playerbase?If it has indeed become pervasive to the point of more vulnerable classes being useless (mainly BBs, due to their lower reaction capacity), then action will be taken. Any chance you could publish some data soon ? Also, whenever I get hit at long range I ask my opponent if they are using the mod. Most are honest and say yes or simply do not reply. Edited April 10, 2015 by Hanszeehock Share this post Link to post Share on other sites
Vanhal Alpha Tester 5,609 posts 5,569 battles Report post #33 Posted April 10, 2015 You mean off the back of Tuccy's post largely appearing to say "we don't feel it is a big deal" while also saying "we are listening to feedback"? Currently those two views don't compute since the majority of the community feedback for this mod is negative. Not exactly, they do compute - they are listening to feedback, just they don't act on it as they are not obliged to act, even if 100% of players feels entitled to such actions. Honestly, i think they don't have much choice, it's also why they choose not to ban any mods in WoT - because there is absolutely no way to enforce banning of such simple, pure client side mod. Or maybe there is? I asked numerous times, but no one has answered to this. Share this post Link to post Share on other sites
Mindfulcrane07 Players 1,497 posts 3,475 battles Report post #34 Posted April 10, 2015 While the feedback is indeed negative, there is also a measure of knee-jerk reactions mixed in. Every time a ship is hit, accusations of aimmod use are thrown around, but who's to say that the use of that mod has become so prevalent among the playerbase? If it has indeed become pervasive to the point of more vulnerable classes being useless (mainly BBs, due to their lower reaction capacity), then action will be taken. well cruisers are indeed not as good after the aim mod because now BBs rule the sea with their big guns atleast higher tiers. just what i have noticed over the last few days getting worse everyday Share this post Link to post Share on other sites
[COSTS] Rilohn Alpha Tester 239 posts 5,918 battles Report post #35 Posted April 10, 2015 Every time a ship is hit, accusations of aimmod use are thrown around, but who's to say that the use of that mod has become so prevalent among the playerbase? Indeed, the problem being just that point, with such accusations flying around the community can quickly become toxic (or more so some might say). Not a good thing at CBT stage. Hopefully a quick and definitive view can be formed. As to who can say whether the mod is prevalent or not, hopefully you guys can. Share this post Link to post Share on other sites
majogl Alpha Tester 132 posts 3,118 battles Report post #36 Posted April 10, 2015 Well cursing in here wont achieve anything. I for one am gonna let WG eat what they cook up. First battle with the aim mod and on a cleveland... Citadel hitting machine i tell you. Share this post Link to post Share on other sites
[GAMUS] sunday Weekend Tester 233 posts Report post #37 Posted April 10, 2015 I can only speak from my experience. Since the mod became widespread, I've sustained far more critical and citadel hits than before the mod. When in battles with higher tiers I've even been hit near to the starting position without even seeing the ship that fired at me. I've not tested the mod in training mode but I'm certain the results with and without the mod will be predictable. Surely you play WoT. From the CBT days of World of Tanks, I remember one of my first battles in Malinovka where all we newbie testers spawned in the south base at the beginning of game, and did not take cover "because the enemy was too far to spot us". Those were the days before the 500m spotting range limitation, and there was a binocs-equipped Ferdinand in front. You could imagine what happened. Since then, first thing to do after spawning in Malinovka is run to the back, to the side, or to the nearest cover and/or concealment, but do not stay in base in the open. Even now, running for cover is still the initial standard operating procedure in that WoT map That was when several months of WoT closed beta had ellapsed, and. I think we still are in the early CBT stages of this game. Features of the game will change, and so will change the playing-style of the player (tester) population. For instance, there could be necessary to have that situational awareness captain's perk in all ships, not only in DDs and CVs. Or sailing with constant speed, and heading could be considered as unadvisable as staying still in the open in WoT when one is spotted already. And better to see possibly dangerous development in metagame now, in beta test, than once the game goes public. Share this post Link to post Share on other sites
[ASHEN] Zaods Beta Tester 581 posts 2,656 battles Report post #38 Posted April 10, 2015 well time to abandon ship at least for a while Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #39 Posted April 10, 2015 Surely you play WoT. Believe it or not, no I don't. My clearly badly worded point was, pre mod, I almost never got hit, now it happens nearly every battle. Share this post Link to post Share on other sites
majogl Alpha Tester 132 posts 3,118 battles Report post #40 Posted April 10, 2015 Well cursing in here wont achieve anything. I for one am gonna let WG eat what they cook up. First battle with the aim mod and on a cleveland... Citadel hitting machine i tell you. So my first real battle with this mod (not co-op) in a cleveland... And result? This is the best result i have had in the CBT so far.. Seriously, best of my 115 battles in CBT. Now go and tell me that the aim assist mod doesnt affect the game, or isnt a cheat... 2 Share this post Link to post Share on other sites
OVanBruce Alpha Tester 2,543 posts 16,031 battles Report post #41 Posted April 10, 2015 (edited) Stop being so friggin vague and say once and for all, will you ban mods that give an edge (ANY EDGE AND ON ANY TIME AND PLACE) to other players? If you will what are you waiting for to block the aim mod? And yeah, ppl are saying "Aim bot, much crits, sure win" because the trust doesn't exists anymore. And without trust people won't stay quiet about it unless you are using the mod, simple as that. So get out of your chairs and do something to save this game from becoming a cheatfest. And sorry about being european, i wasn't blessed with glorious ruski blood but I'm kinda sure that, being dumb as I'm, what I'm asking from you isn't difficult to understand. Edited April 10, 2015 by OVanBruce 10 Share this post Link to post Share on other sites
[TVOID] Ethlarion [TVOID] Alpha Tester 43 posts 16,094 battles Report post #42 Posted April 10, 2015 Stop being so friggin vague and say once and for all, will you ban mods that give an edge (ANY EDGE AND ON ANY TIME AND PLACE) to other players? And yeah, ppl are saying "Aim bot, much crits, sure in" because the trust doesn't exists anymore. And without trust people won't stay quiet about it unless you are using the mod, simple as that. So get out of your chairs and do something to save this game from becoming a cheatfest. And sorry about being european, i wasn't blessed with glorious ruski blood but I'm kinda sure that, being dumb as I'm, what I'm asking from you isn't difficult to understand. 100% agree. Ban those mods and let us enjoy this excellent game .. 1 Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #43 Posted April 10, 2015 So my first real battle with this mod (not co-op) in a cleveland... And result? This is the best result i have had in the CBT so far.. Seriously, best of my 115 battles in CBT. Now go and tell me that the aim assist mod doesnt affect the game, or isnt a cheat... 14 crits says it all. Share this post Link to post Share on other sites
Hornet331 Weekend Tester 166 posts 120 battles Report post #44 Posted April 10, 2015 14 crits says it all. Nah not really, any destroyed gun counts as crit (even AA guns). Since last update cirt hits have gone through the roof. Since he has no citadel hits he was only shooting HE, better should switch to AP. Share this post Link to post Share on other sites
majogl Alpha Tester 132 posts 3,118 battles Report post #45 Posted April 10, 2015 14 crits says it all. Nah not really, any destroyed gun counts as crit (even AA guns). Since last update cirt hits have gone through the roof. Since he has no citadel hits he was only shooting HE, better should switch to AP. AND that was with AP shots.. not HE, that just spam crits and fires... those were APs Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #46 Posted April 10, 2015 While the feedback is indeed negative, there is also a measure of knee-jerk reactions mixed in. Every time a ship is hit, accusations of aimmod use are thrown around, but who's to say that the use of that mod has become so prevalent among the playerbase? If it has indeed become pervasive to the point of more vulnerable classes being useless (mainly BBs, due to their lower reaction capacity), then action will be taken. You don't see it as a problem that people are feeling that other people using the mod necessitates them to use it as well? Because that is what is happening. The other part just don't WANT to use it period, but are also not keen on playing against people who do so they quit playing altogether. The mod has increased toxicity in the playerbase, that alone should warrant some more scrutiny then being displayed so far. I didn't quit, I even bought a Slims yesterday, but today after reading this I don't feel that good about it anymore. It's not only BB's, even cruisers suffer take my Myoko ( iirc... the one after Aoba ), it turns like a whale compared to some other cruisers and I get slaughtered with full broadsides at max range the moment I'm spotted. Which is why I bought the Slims, I don't even like DD's that much but the way the game is going it might turn out to be the only playable class. I would also very much like to ask, since the mod is NOTHING MORE then a scripts which draws a line and a star based on coordinates it get's from the INGAME existing scripts, why are those scripts in the client to begin with? I strongly feel the dev's have put them there and might actually be involved in the release of the mod, to test the players reaction. Because with this mod, the game's are faster ( more dmg being done in the same time as without the mod ) and it's easier for new players to 'get into the game'. In short, it should appeal a lot more to the arcade sim crowd, and I have this itch that the devs might want to feel the water if those players are the majority of their potential player base. What I would like to suggest though is to mimic a certain other game, which has levels of realism. Arcade battles, where a lead indicator would be fine imo, and realistic battles, where all mods are turned off and the game forces you to play vanilla. That way you will please both sides of the player base, and in the end it will mean you get more money because you have a larger public. 1 Share this post Link to post Share on other sites
Hornet331 Weekend Tester 166 posts 120 battles Report post #47 Posted April 10, 2015 (edited) AND that was with AP shots.. not HE, that just spam crits and fires... those were APs AP without a single cit cirt... hard to believe... also 2 times fire started... I had similar games (with less kills but more hits) and basically never start a fire with AP, and always at least land 1-2 cit crits. Edited April 10, 2015 by Hornet331 Share this post Link to post Share on other sites
[COSTS] Hanszeehock Alpha Tester 3,692 posts 5,959 battles Report post #48 Posted April 10, 2015 I would also very much like to ask, since the mod is NOTHING MORE then a scripts which draws a line and a star based on coordinates it get's from the INGAME existing scripts, why are those scripts in the client to begin with? I strongly feel the dev's have put them there and might actually be involved in the release of the mod, to test the players reaction. The lead aim has always been in the game. This mod just enables it. 1 Share this post Link to post Share on other sites
[NOWAR] Fear_Naught3 Beta Tester 46 posts 12,239 battles Report post #49 Posted April 10, 2015 The main issue with mods like the "aim-bot"-mod is that players don't understand how the system works. In other games (especially F2P FPS) you are able to "hack" for getting 100% acccuracy and stuff like this. This is not possible in WoWs, as said that are only predictions the mod is able to give you. So even when there are no aim-bots you can be sure there are players complaining about hackers/cheaters, because they just don't know (or don't want to get it) that is just not possible to modify the server side (or at least it is very very very hard to do and wouldn't be worth it, even if you manage to hack the servers...). what aload of bull I seen this in action a few times now and to make 100% or 90% of shells hit the same spot is a aimbot cus without it your rounds are spread out over the target. so you do more damg per round of fire so a cheat get over it if there so many moan about it and you want this game to live ban it. or is this why the shop opened early and the obt comein sooner then ment so you can get your money before the game dies Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #50 Posted April 10, 2015 The lead aim has always been in the game. This mod just enables it. Exactly my point Share this post Link to post Share on other sites