
To quote some gaming company: "It will balance out the skill difference". The end result is somewhat unbalanced from what I can think or see. As well as rely heavily on the automated calculation rather than your own judgement.

On the other hand, if this crosshairs is implemented, the rest of the crosshairs will be meaningless. Especially if the ship suddenly changes direction) At least 80% increase in hitting your target vs the usual dynamic crosshair.

Granted, these kinds of games don’t happen often, but when winning matters, I’d prefer to take these few extra wins than losses which may have been preventable.On one hand it helps player judge the distance and speed of the enemy a bit better. This mod will automatically let me know if we will win by a few seconds and thus we should only defend and play safe, or we will lose by a few seconds and thus we should take a cap and/or a kill. I’ve had games decided by point margins of less than 10 points. Answer: you lose unless you stall one of the enemy caps or you get a kill). But most of the time the numbers are anything but nice (try calculating the outcome when the points are 958 to 922 with 1 cap against 2 and you’re still actively controlling your ship with enemies nearby. The outcome is easy to calculate in your head if the numbers are nice like 720 to 900. This mod can prove to be highly useful in high-stress games of ranked and clan battles where winning matters.

If team A has 3 caps against B team’s 1, but the points are 720 to 900, team A just needs to not play anything risky while they defend their 3 caps and they win.Īlternatively, if this time team A has 1 cap against 3, but the points are 900 to 680, team A just needs to defend their single cap and not play anything risky and they win. These two scenarios are highly dependent on the current situation.

“More caps, less points: look for vulnerable flanks
