M McManus wrote:Magnus Amadeuss wrote:Funkmaster Whale wrote:Beren Hurin wrote:So by raw input you mean, "turn 360 degrees in a split second?"
I can already do that. That's not the issue here.
Mouse controls in this game are dictated by a "thumbstick emulation" scheme where the mouse acts like your thumb moving a joystick. This presents several problems: it makes aiming difficult because of input lag and extremely inconsistent sensitivity. In PC when framerate becomes unbearable it's especially noticeable because there's at least a 100-300 ms delay between mouse movement and camera movement.
That may not sound like a lot but in terms of competitive play it's about as good as playing with your elbows.
I am not sure where this lie started but it needs to end.
Thumbsticks work on acceleration. This means that as you move the stick to the right or left you accelerate in that direction and then you decelerate as you release the thumbstick.
The mouse, even in this game, works on precision. You move the mouse by a certain amount and it pertains to an amount of pixels that your camera moves. If the mouse in this game worked based off of acceleration you would need to continually move the mouse in order to rotate.
Go look up eagle eye, frag fx or any DS3 to mouse conversion kit.. It still emulates the DS3 with out the acceleration not to mention since CCP has handicapped the mouse you have these third party devices that do a better job along with allowing mouse users to utilize the OP aim assist...
Wow.... I had not seen those devices before. It is so freaking sad how people will do anything for a advantage (i.e. cheat) in a damn video game.
How in the world can you have a competitive game when they very basis of it, they method of input, is not equal from player to player? I mean there is a reason why they ban steroids in any sport worth anything.
TBH I don't have an answer for attempting to balance a mouse versus a controller. Since they operate on completely different principles (acceleration versus precision), I do not see a way to make them equal without seriously gimping one or the other.
Turn speed limits and momentum definitely make sense from a realism standpoint.... but then you make mouse and keyboard users unhappy because they like the unrealistic behavior they are used too (turn 180 degrees in a split second with a 100 kg weapon).
Then you have aim assist which to counteract the precision of a mouse and keyboard need to artificially increase the skill of the user. I mean if you were to do raw input mouse versus a controller I am sure aim assist would have to be to be turn so high that as long as you were facing your target you would be hitting it.
So what is the right answer? Gimp the mouse or make the controllers half man half AI?