Garrett Blacknova
Codex Troopers
3823
|
Posted - 2013.09.06 22:40:00 -
[1] - Quote
DootDoot wrote:Roofer Madness wrote:We haven't met yet. Wish I could say it was nice to "meet" you.
Seriously though. It's called Aim Assist. It assists you. It doesn't aim for you. I know this because I have it on and I still can't hit a ****** thing. lol https://www.youtube.com/watch?v=qMqe6MhXY6YGet with the times... it moves your aim for you... that's not assisting... that's aiming for you. Even if they reduce it a bit... its still aiming for you... The entire aim assist isn't even built right..... According to CCP, aim assist that doesn't aim for you is called "aim friction".
Aim friction exists in DUST, and has done for quite some time, and is active at all times when using the sixaxis, with no concern for whether or not you turn aim assist off or leave it on. It's always there. Waiting. Slowing you down when you try to turn away from the enemy. And that's all it does. |
Garrett Blacknova
Codex Troopers
3827
|
Posted - 2013.09.07 00:04:00 -
[2] - Quote
HOW TO FIX ALL THE CONTROL SCHEMES WITHOUT BREAKING BALANCE
1. Give sixaxis players adjustable speed and acceleration curves for the controller. 2. Give mouse players raw input with optional acceleration and smoothing. Default both of these to "off". 3. Make Move aim work like one of the several games that have actually done it well. Killzone being probably the best example. In terms of settings, this works much like the sixaxis, but with an additional deadzone option (WHICH MUST NOT AFFECT ANY OTHER CONTROL SCHEME). 4. Set a fixed turn speed cap. This can be done on a per-suit basis or with all suits sharing a cap. For sixaxis and Move, your turn speed will be scaled as a percentage-based function. With the mouse, it will just mean that any input exceeding the cap will be treated as an input at the value of the cap.
For a sixaxis (or Move) user, this means when you have a flat 0 acceleration curve and a 0 - 100 linear speed curve, tilting your right stick by 20% of its maximum range of motion (accounting for the Move deadzone if applicable) will turn you at 20% of your suit's maximum turn speed. If you have a flat 100% speed curve with a linear 0 - 100% acceleration curve and you tilt the stick by 20%, you'll accelerate from 0 speed up to 100% at a steady rate over a period of 1 second (20% per 0.2s). If you tilt the stick all the way in any direction, you'll immediately turn at maximum speed with the linear speed curve, but you'll rapidly accelerate up to the speed cap if you have the linear acceleration curve.
For a mouse user, this means exactly what it says. You have direct control over your movements with the mouse, and your sensitivity setting determines how fast your character turns when you move it. The speed cap means that if you try and rush by "spinning" the mouse or "flicking" it to get a high speed turn, you'll only turn as fast as a max-speed sixaxis user can.
Congratulations, now we don't need an invasive aim assist that gets in the way, and everyone has well-implemented controls that actually respond in an understandable and predictable manner.
If CCP are worried that us "dirty console peasants" can't set up a personalised set of speed and acceleration curves that suits us as well as the one they've carefully created to keep nobody happy, they could simply give us an option to turn the acceleration off. Doing so would use a flat speed curve, or whatever kind of speed curve CCP are currently using for the non-accelerated portion of the stick, but without switching to acceleration later. Obviously, if you set your sensitivity below 100%, this will prevent you from turning at 100% speed (hence why an adjustable speed curve would be preferable), but it will give players an option to avoid the acceleration problem without being forced into max sensitivity. |