F5F Stay Refreshed Software PC Gaming I've recently started working at SC last night.

I've recently started working at SC last night.

I've recently started working at SC last night.

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ElPolloLoco18
Junior Member
20
03-29-2018, 09:21 PM
#21
It often appears on the leaderboards. After a game, do all participants go back to the lobby for another try, or are they sent back to the hangar?
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ElPolloLoco18
03-29-2018, 09:21 PM #21

It often appears on the leaderboards. After a game, do all participants go back to the lobby for another try, or are they sent back to the hangar?

A
201
04-09-2018, 10:42 AM
#22
I was sent back to the lobby to register for another match if I decide to. I have to admit, I’m really nervous about being matched... My Aurora MR isn’t doing well, so I try to run and hide, taking shots when I can. If they find me, I’ll be over quickly. Right now I’m playing kb and mouse.
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AwesomeIce1121
04-09-2018, 10:42 AM #22

I was sent back to the lobby to register for another match if I decide to. I have to admit, I’m really nervous about being matched... My Aurora MR isn’t doing well, so I try to run and hide, taking shots when I can. If they find me, I’ll be over quickly. Right now I’m playing kb and mouse.

J
Jayhawk_Down
Senior Member
350
04-09-2018, 05:11 PM
#23
It’s quite straightforward. I previously wrote about it, though it might be a bit outdated compared to my current configuration. The core ideas and overall controls remain consistent. Decoupled mode operates without throttle control and lets strafing function like thrust. The key change is that the system doesn’t automatically adjust for inertia, so you must switch between spacebreak and boost as needed (or combine them for quick transitions). With a thrustmaster T.16000M, I have a throttle lever on the stick—usually set to maximum—and use double presses on the top and bottom hats for full throttle. The main controls on the stick include spacebreak on button one, boost as a trigger, countermeasure on button 2, roll with left/right hat keys (since I use a mouse), cycle counting on the top hat key, and cycle targets on the bottom hat key. The fourth button toggles decoupled mode. While I can operate buttons from the base, it’s not essential for flying. I keep my keyboard handy for switching between flight and other game sections. The stick provides six degrees of freedom thanks to the three-axis binding. Rotate (z-axis) for vertical movement, and the other controls behave as expected. This setup allows precise adjustments for handling and touch-based inputs. It’s a shame I’m not as proficient with weapon mechanics, especially regarding accuracy and effective range. I also don’t know much about weapon drop rates or optimal shooting distances, which affects my performance. Still, the developers are improving the damage system, so even a superhornet will take only one shot—about 1.5 seconds after spawning. Nevertheless, they’re still working on it.
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Jayhawk_Down
04-09-2018, 05:11 PM #23

It’s quite straightforward. I previously wrote about it, though it might be a bit outdated compared to my current configuration. The core ideas and overall controls remain consistent. Decoupled mode operates without throttle control and lets strafing function like thrust. The key change is that the system doesn’t automatically adjust for inertia, so you must switch between spacebreak and boost as needed (or combine them for quick transitions). With a thrustmaster T.16000M, I have a throttle lever on the stick—usually set to maximum—and use double presses on the top and bottom hats for full throttle. The main controls on the stick include spacebreak on button one, boost as a trigger, countermeasure on button 2, roll with left/right hat keys (since I use a mouse), cycle counting on the top hat key, and cycle targets on the bottom hat key. The fourth button toggles decoupled mode. While I can operate buttons from the base, it’s not essential for flying. I keep my keyboard handy for switching between flight and other game sections. The stick provides six degrees of freedom thanks to the three-axis binding. Rotate (z-axis) for vertical movement, and the other controls behave as expected. This setup allows precise adjustments for handling and touch-based inputs. It’s a shame I’m not as proficient with weapon mechanics, especially regarding accuracy and effective range. I also don’t know much about weapon drop rates or optimal shooting distances, which affects my performance. Still, the developers are improving the damage system, so even a superhornet will take only one shot—about 1.5 seconds after spawning. Nevertheless, they’re still working on it.

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DarkCrafterSP
Member
51
04-10-2018, 12:12 PM
#24
I believe this game should include an auto aim feature, mods, upgrades, or purchases... whatever works. With today's technology, it seems they could have built something like that. It doesn't have to be flawless, but even with current systems—like the US Army's auto aim in Abrams tanks—it’s impressive. I know I struggle with flying, but at least I’d improve my accuracy from 0.0005% to something better.
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DarkCrafterSP
04-10-2018, 12:12 PM #24

I believe this game should include an auto aim feature, mods, upgrades, or purchases... whatever works. With today's technology, it seems they could have built something like that. It doesn't have to be flawless, but even with current systems—like the US Army's auto aim in Abrams tanks—it’s impressive. I know I struggle with flying, but at least I’d improve my accuracy from 0.0005% to something better.

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