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haerr
Dead Man's Game
3
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Posted - 2015.10.28 12:51:00 -
[1] - Quote
First to answer the "why is this needed question?"; since the respec event almost all my spent SPs are in Blaster Incubus (the SPs that aren't, are stuck in corp skills) and the single worst thing (even worse than the reduced damage against vehicles and structures, not being able to break vehicle shield regen, and not getting any vehicle damage WPs), imo, about the Blaster Incubus is the difficulty of aiming due to the handling of the Incubus (this is the largest part of the issue since the turret is locked to it), the difficulty of making out a tiny white dot against a white ship, and from not being able to see what you are aiming at (lack of vehicle transparency in 3rd person).
All of these issues make for a tall order, but there is a way of sidestepping most of them simply by making a new alternative control scheme available which allows free/unlocked aim of the turret in both 3rd- and 1st person view.
Here is how such a control scheme could look like:
(3rd person view and 1st person view controls are the same)
LS = Pitch / Roll (Unchanged) L1 = Upward Thrust (Unchanged) L2 = Yaw- L3 = Downward Thrust
RS = Free/Unlocked Turret Aim R1 = Fire (Unchanged) R2 = Yaw+ R3 = Module Switch
(X) = Change between 1st/3rd view (SQUARE) = Turret Reload (Unchanged) (TRIANGLE) = Change Seat (Unchanged) (CICRLE) = Exit Vehicle (Unchanged)
someone stole my bubble and like button
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
3
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Posted - 2015.10.30 02:44:00 -
[2] - Quote
Yes, so much yes.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
457
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Posted - 2015.10.30 04:04:00 -
[3] - Quote
Seems interesting. |
Vulpes Dolosus
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.10.30 15:16:00 -
[4] - Quote
Don't like it.
Back when I played Warhawk/Starhawk, the turret sights had the ability to swivel about the screen separate from where the nose was pointing. It was incredibly confusing and difficult to use, and most of the time I'd just maneuver my nose to where I wanted it.
L3 Down thrust is a bad idea as well. Down thrust plays a huge role when landing and other downward maneuvers. The left stick is vital for these and it's pretty difficult to hold an L3 and move the L stick.
Also don't like using the triggers for yaw. The stick feels more natural and the triggers would be more taxing on the hands (I'd imagine).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.10.30 17:02:00 -
[5] - Quote
If its an optional control scheme, sure why not.
Getting rid of the current one? no way.
I like the subtle manueverabilty from using the sticks.
Would rather have X toggle manual turret control on or off.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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haerr
Dead Man's Game
3
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Posted - 2015.10.31 13:56:00 -
[6] - Quote
First off it is supposed to be offered as alternative, not a replacement.
Vulpes Dolosus wrote:Don't like it.
Back when I played Warhawk/Starhawk, the turret sights had the ability to swivel about the screen separate from where the nose was pointing. It was incredibly confusing and difficult to use, and most of the time I'd just maneuver my nose to where I wanted it.
L3 Down thrust is a bad idea as well. Down thrust plays a huge role when landing and other downward maneuvers. The left stick is vital for these and it's pretty difficult to hold an L3 and move the L stick.
Also don't like using the triggers for yaw. The stick feels more natural and the triggers would be more taxing on the hands (I'd imagine).
L3 for down thrust is at first sight not ideal but in order for free aim on the RS to work Yaw had to be placed somewhere... L1+R1 or L2+R2 seemed most appropriate, L2+R2 more so. Which left down thrust and module switch unassigned with L1,L3,R1,R3, and X as possible choices. Out of remaining commands (thrust, dthrust, fire, module, 1/3view) the layout is mostly about causing the least pain possible while allowing free aim on the RS. Naturally if there are any improvements I'd be happy to hear about them!
Tesfa Alem wrote:If its an optional control scheme, sure why not... Cool :)
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Derpty Derp
Dead Man's Game
1
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Posted - 2015.10.31 21:35:00 -
[7] - Quote
Tesfa Alem wrote: Would rather have X toggle manual turret control on or off.
This ^ ^ ^ |
THEAMAZING POTHEAD
Nyain San
1
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Posted - 2015.11.03 14:41:00 -
[8] - Quote
Problem- ADS's can only viably use missle turrets to kill. Reason- They have splash damage. Solution- Add splash damage to blasters and railguns like before-start with tiny range and work your way up til viable.
Your post is making me facepalm. ò.ó
Nyan!~~=[,,..,,]:3
Nyain SanGäó (rated ® for rape) is currently accepting hatemails.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.03 18:04:00 -
[9] - Quote
THEAMAZING POTHEAD wrote:Problem- ADS's can only viably use missle turrets to kill. Reason- They have splash damage. Solution- Add splash damage to blasters and railguns like before-start with tiny range and work your way up til viable. Blasters DO have splash damage.
Not sure about rails though.
Amarr Loyalist
Amarr Commando Forever
Ancient Exiles. Member
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