90% of the times when aimlock has someone locked until that player doesnt died, the aimlock will not lock on another player.
you sure? then how this shot is doable? Like for real there is no graduation, it was instant.
https://www.youtube.com/watch?v=An_DotU0dqMgive me a video showing me how to perform such thing.
and if v2x really was using aimlock, then why wasn't this the case for him?
you claim you have more knowledge than me in aimlock, now I'm not saying that's false, but do you know that aimlock is based on the sea sparrow cannon? the very same one that automatically locks on the nearest player and doesn't wait for him to die.
there are more than one variant of aimlock in VCMP, each one modified to match some requirements.
Have you considered the situation that probably he's not using aimlock and was aiming over you to shoot the player which was behind?
then why would he shoot me at first? you're speculating, so do I, we use concrete evidence to support our claims, I didn't blatantly decide to record someone for aimlock, I had many encounters with bizarre snappy aiming and that's when I started recording.
focus on his aiming from 0:10 onwards, he is following my companion's head, and by 0:21 it switches to spraying mine in an instant way (set speed to 0.25)
what do you have to say about that?
also, don't you notice a specific pattern, that can only be done using scripts?
quote from some expert:
Roughly speaking, they are basically of two types:
1.The one in which bullets actually change their path and character remains still. This one is easily detectable at the moment.It is usually a bulletspread to all nearby enemies, hitting heads.
2.It includes player movements, as you aim your character also moves so as to give a realistic approach of actually aiming. This one is the one you see nowadays. They follow a fixed pattern, which is also identifiable.
Prominently, VCMP released aimlocks are of type 2. Some code of targetting the nearest enemy, some the farthest, some nearest to the crosshair and some work upon the movements of players and so.
Some poor aimlock releases merely focus upon following head, which is usually a missed shot when player runs. But what I studied from all the aimlocks is that in a game like VCMP they are useless.It depends on a variety of factors inc latency, and framerates and some movements(jump).
aimlock scripts are designed to follow a certain pattern, which can be identified in the videos given above.
you can also compare the aimflicks to this video
https://www.youtube.com/watch?v=3tNm1zuwMCMI'm gonna get few things straight:
Dear vcmp player, how can you be so sure this is not aimlock??? have anyone reproduced such an incredibly instant aim flick? no.
Dear player, How can you say for sure that this is not aimlock, given all the spookiness and weird horizontal spraying pattern shown in the video. and even how his legs were moving when he was standing still, implying that he was preparing to run once the lock is over.
and especially how can you deny w4rrior's report? that snap was something out of common, you never see it from a normal player, and yet it got denied.
Berkley, show me a video where such thing is reproduced from both sides, then I might talk.
this is certainly lame, BANNING players like v2x for literally half baked nonsense videos and then trying to refute such solid evidence with this logic.
@RajPut you have to accept criticism for once in your life and try to use some common sense, or at least give me some valid arguments about the matter. thanks