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Garrett Blacknova
Codex Troopers
4000
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Posted - 2013.09.14 10:05:00 -
[1] - Quote
Doc Noah wrote:Assuming CCP plans to give full proper functionality to kb/m, analog controllers wont even be in the same league.
Proper kb/m would mean: -More diverse sensitivity options -Customizable keybinds -Removal of the gamepad emulator and allowing raw mouse input -Better compatability with PS3 -Removal of max suit turn speed (not sure if this still exists but I imagine a kb/m user can still turn pretty fast or even spin 360 in a fraction of a second)
Game developers themselves admit that, even if they could, they would never put console users against PC users (something CCP cant figure out why yet) because it wouldnt be fair. The fact that every console shooter has an aim assist speaks volumes in itself.
This thread doesnt even ask a proper question as the answer is already clear. Cut the "removal of max turn speed" point, and this is EXACTLY what I want to see on KB/M controls.
For Sixaxis, we need a lot of tuning up of controls as well, including controller remapping (it's just as important for many of us as it is for KB/M players). And NOT just presets, ACTUAL custom remapping. If you need an example, Armored Core V has probably the best controller remapping options around. Do what From Software did. And the same request I keep making - OPTIONAL disabling of turn acceleration. If I don't want it, I shouldn't have it forced on me. |
Garrett Blacknova
Codex Troopers
4013
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Posted - 2013.09.14 14:29:00 -
[2] - Quote
Keyboard and Mouse needs:
-Raw input -Turn speed cap to match Sixaxis turn speed - no faster or slower, and when you try to turn faster, just maintain that top speed. No weirdness with reduced turn speed for trying to turn too fast. -Full custom keyboard layout. Every function mappable anywhere on the keyboard or mouse. This also means custom sensitivity curves (optional smoothing as we have now, also optional acceleration)
Sixaxis controller needs:
-Full custom remapping. This includes sensitivity and acceleration curves, as well as deadzone adjustments. We need to be able to turn the deadzone to 0 and actually have no deadzone on the controller. -Wider FOV and faster turn speeds would help as long as aim friction remains. With the current FOV, faster turn speeds might cause motion sickness for some players, but a wider FOV reduces that risk significantly. -Aim assist has been tweaked already, I need to see it in action before I judge the new condition of the feature. While I don't use it, I won't deny that it has its place when implemented properly. In my experience with DUST, it has yet to be implemented correctly. |
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