- Yes
- No
0 voters
(This post is a complete Repost of this thread in the Old Forum)
Dramatics: Have you ever zeroed in your targeting on a juicy enemy ship 6km away as they slip into the island? For a few seconds you can continue your volley of doom but suddenly the lock is broken! Clearly the ship is no longer a subject to worry for your wary crew, as your gunner automatically changed the targeting to the island sandy shores that is 5.3km away. Maybe they are envisioning the balmy break the would have had if the war hadn’t broken out that demanded the capture of these three very points. But you, as a captain, somehow know that the enemy is still out there…you tell your gunner to scroll on up to range past the island, but wait…was the enemy 5.5km away? 6? Wherever it is, you fired…and nothing! Maybe there’s nothing there after all. But that was a lie, as a grey form pokes out from between the palm trees and spew out fire, sending their lead into your flanks.
Problem: Breaking target lock on an enemy vessel from cover (usually islands) result in the gun shifting target to the closest point on the reticle, which happens to be the closest point of the obstacle to your ship, wildly throwing off your aim.
Solution: When there is a break in target lock, the existing target lock remains the same until altered manually or if you toggle a target lock of a new vessel. This way when the enemy duck into the island you can still blindly fire in the predicted trajectory of the target. You might say this negates the point of islands, but once out of sight, you should be able to maneuver various ways to throw off their aim since the enemy can only predict where you will be.