To be more specific I’d like the tracking to be weaker the closer the enemy is. If the enemy is <10m then no tracking.
The problem right now is that the slow projectiles force you to lead your shots, but if you lead your shots the shots will try to correct back towards the enemy, and due to the big turn radius they will overshoot and miss the target.
So by making close-range tracking weaker, you’d actually make the Pulse Carbine stronger (for skilled players).
Thank you for reading. Now let’s start a fight about microtransaction-costs and aim-assist so this topic says alive for a while.
I’m aware how the weapon currently works and I’m decent at using it at mid range. Please read the OP again and you’ll see that I’m talking about the close range game. I want less tracking up close, to make the PC more reliable in close range engagements.
And no, it will not automatically hit all shots because as I explained, the turn radius of the projectiles is too large.
The mid range tracking is fine and should be kept as is. The gun is incredibly weak up close though, unless the enemy is coming at you head on in a straight line you’ll be lucky if you get 2 or 3 plasma bolts into them before dying. It either needs improved tracking up close, or faster plasma bolt velocity so that you don’t need to target lead.
Appreciate your replies but I think tightening the turn radius is too much to ask. That would essentially turn it into the “white needler” (secret amped weapon in fiesta).
I don’t want it to be overpowered and I fully understand that each weapon should have a niche range and usage. And that’s why I’m asking for REDUCED tracking capabilities at close range. This would make it capable of being used at close range without making it overpowered.
Reduced tracking at close range would make it possible to lead shots.
Let’s imagine the following scenario:
Enemy is moving towards left on screen.
You fire ahead of the enemy (lead shots), to the left of the enemy.
The homing kicks in and makes the projectiles bend to the right.
The projectiles move more and more to the right, making the directional vector of these more and more right-ward.
In the end, they go too far to the right and pass behind the moving enemy.
This would not be a problem with less homing (turn radius goes toward infinite when enemy distance goes toward/below 10m).
Edit: One alternative that has been suggested before is to completely remove the homing when hipfired, but keep it in zoomed. That could work too.