Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.30 19:50:00 -
[31] - Quote
The1Kaiser wrote:I don't understand why the Move+SS can't function the same as the right stick on the controller. As we move our reticule, the screen turns as needed, the reticule would always be centered. At least have the option avalible to play this way, maybe that's how the "deadzones" are supposed to function and aren't? I would love to be able to adjust this so I can have a small box in the center of my 55" TV screen to move my reticule around in before it starts moving the camera, just to remove the annoyance of my screen shaking as I can't hold the SS perfectly still all the time.
Socom4 , although a bug ridden game, has had the best implementation of Move/SS I have seen. They had an option like you describe above called "Competitive" , "Focal - which made a 0 x 0 bounding box wherever on the screen you had toggled R2, and "Modal" which created a 0x0 bounding box in the center screen after pressing R2 |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
|
Posted - 2012.07.01 16:00:00 -
[32] - Quote
Through my testing this weekend, I've obviously found that no matter what you do, you can't adjust the deadzone.
I calibrated the system in the XMB before I went into the game itself and calibrated. This resulted in 0 drifting. I played for several hours last night and was regularly htting 9-1ish kill range (I know it's small, I play as a Logistics Medic). The turning radius is horrible right now, to the point where I actually prefer the controller over the Move, but I expect this to be changing over future builds.
At first the zoom function didn't seem intuitive until I force myself to like it. I also don't generally enjoy the pump action as being another form of shooting. I was really hoping it would be my grenade throwing "button".
Aiming in a vehicle turret is a joke. Others might have a better method, but I absolutely can not be effective in a turret with it.
Sniping is one of the easiest things to do with the Move for me at the moment.
Either today or next week, I will go and do what JohnyAugust did and try to compare the differences between the link I posted and what he did. ... If I get around to it. :) |
Ender Storm
Amarr Templars Amarr Empire
50
|
Posted - 2012.07.01 16:42:00 -
[33] - Quote
JonnyAugust wrote:Took many tries for me to get it calibrated... still not optimal
I quit trying to adjust it, might give it a shot later.
Calibration sucks. |
Ender Storm
Amarr Templars Amarr Empire
50
|
Posted - 2012.07.01 16:46:00 -
[34] - Quote
The1Kaiser wrote:I don't understand why the Move+SS can't function the same as the right stick on the controller. As we move our reticule, the screen turns as needed, the reticule would always be centered. At least have the option avalible to play this way, maybe that's how the "deadzones" are supposed to function and aren't? I would love to be able to adjust this so I can have a small box in the center of my 55" TV screen to move my reticule around in before it starts moving the camera, just to remove the annoyance of my screen shaking as I can't hold the SS perfectly still all the time.
This.
I really dont get it why the aim needs to "float" in the screen and i need to snap the gun to turn.
It would make navigating and shooting so much easier. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.07.01 17:06:00 -
[35] - Quote
Ender Storm wrote:The1Kaiser wrote:I don't understand why the Move+SS can't function the same as the right stick on the controller. As we move our reticule, the screen turns as needed, the reticule would always be centered. At least have the option avalible to play this way, maybe that's how the "deadzones" are supposed to function and aren't? I would love to be able to adjust this so I can have a small box in the center of my 55" TV screen to move my reticule around in before it starts moving the camera, just to remove the annoyance of my screen shaking as I can't hold the SS perfectly still all the time. This. I really dont get it why the aim needs to "float" in the screen and i need to snap the gun to turn. It would make navigating and shooting so much easier.
I think what we need is a lot of different options to suit each players style. A one size fits all is not the appropriate way to design the Move/SS controls. I think we can all agree on that. Lets hope CCP can divert the necessary resources to see that this is done right. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.07.02 09:40:00 -
[36] - Quote
The forums a mess, so I hope this is the correct thread to bring up.
Like many in this thread says I have to agree that move controls in Dust 514 are currently not really up to the bar. Move controls work fine in games like Killzone3 and at least Socom Beta had pretty nice implementation for it as well. There's really no reason to fix or rebuild something that's not broke so in my opinion it would be best to just mimic their implementation with move.
Dead Zone I am one of those move players who prefers to use 0-10% vertical and horizontal deadzone, meaning that the character starts to turn pretty much immediately the cursor leaves the center of the screen. Like many in this thread have said, Dead zone doesn't seem to do anything at all and stays in around 75% horizontal and vertical dead zone width/height.
For me this makes turning and controlling the field of vision really painful making move a poor choice for Dust 514 close combat situations.
Sensitivity option at 100% it seems to just screw up move controls all together, meaning view just spins around rapidly. I am even wondering why such option even exists when low sensitivity just makes the aiming easier due to move not registering every little unintentional movement your hand or vibration might make. It's like asking how steady you want your aim to be (0% for master marksman and 100% for "i can't shoot for ****")
Calibration problems - bad y-axis calibration My EyeToy is placed right under my TV screen and I am having serious problems with Dust just to calibrate my controller properly. After few minutes of fighting with XMB calibration and Dust 514 move controller options I found that in most calibrations I need to aim way lower than the instructions tell me.
Meaning that I first need to point at Eyetoy -30cm on Y-axis and as for Top-Left and Bottom-Right adjustments I usually just specify how big "movement rectangle" is. This somewhat fixes my issue with character view being locked to the roof, Dust move controls seem to have some pretty bad problems with the y-axis.
aiming down the sights No.. just... No...
Move implementation when aiming down the sights doesn't seem to work at all. It's slow and movements seem to have this really weird delay that makes aiming with sights while using move not even an option. Sensitivity seems to speed this up, but that is just wrong, as move aiming speed is determined by your hand and the rectangle or screen size you specified in the calibration not the sensitivity that is meant for move gyroscope. |
Flame Highsea
Doomheim
28
|
Posted - 2012.07.02 09:49:00 -
[37] - Quote
Has there been any anouncement when they are going to do something to Move...? Or do we need to wait untill next "big" update ( and again hope for the best) to start using Move at all.
( Tried it yesterday and still zero vertical control / aims in skyhigh ) |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.07.02 12:26:00 -
[38] - Quote
Flame Highsea wrote:Has there been any anouncement when they are going to do something to Move...? Or do we need to wait untill next "big" update ( and again hope for the best) to start using Move at all.
( Tried it yesterday and still zero vertical control / aims in skyhigh )
Yes the y-axis is pretty broken currently, but as a small workaround try pointing below the camera. After that you can try different top-left and bottom-right positions until you get it right due to the messed y-axis.
But I wouldn't bother as the move controls in this game are so broken that you'r only handicapping yourself. Unless you play style focuses heavily on infantry only combat where you only use hip-fire. |
Freyar Tarkin
Seituoda Taskforce Command Caldari State
95
|
Posted - 2012.07.02 12:30:00 -
[39] - Quote
You need to stop pointing the Move at the screen like a wiimote, and hold it semi-upright (about 40 degrees) like a handgun. You move the whole thing up, down, left and right. If you're trying to treat it like a wiimote, it does get stuck on the bottom and makes for a sucky experience.
As far as vehicle piloting and the use of ironsights, I agree. those will need to be tweaked. |
Enkouyami HornedWolf
34
|
Posted - 2012.07.02 12:51:00 -
[40] - Quote
If you pair the DS3 instead of a navigation controller with the move controller, the left stick of the DS3 becomes completely unusable, you cant walk or navigate menus. Also I noticed that the guns don't face where you're shooting at. |
|
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.07.02 14:47:00 -
[41] - Quote
Freyar Tarkin wrote:You need to stop pointing the Move at the screen like a wiimote, and hold it semi-upright (about 40 degrees) like a handgun. You move the whole thing up, down, left and right. If you're trying to treat it like a wiimote, it does get stuck on the bottom and makes for a sucky experience.
As far as vehicle piloting and the use of ironsights, I agree. those will need to be tweaked.
I am using the move just like I use it in Killzone3 where move controls work flawlessly. Both of my hands can rest peacefully on my lap and I can easily control the crosshair with small pointing movements.
Needing to move the whole thing just to aim is just silly.
For those unfamiliar how its handled on KZ3, I really recommend watching trough this excellent analysis on youtube.
iWatch | Killzone 3 (Single Player Preview Demo) PlayStation Move Analysis http://www.youtube.com/watch?v=levDGb1FY6E
|
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.07.02 23:23:00 -
[42] - Quote
Kyy Seiska wrote:Freyar Tarkin wrote:You need to stop pointing the Move at the screen like a wiimote, and hold it semi-upright (about 40 degrees) like a handgun. You move the whole thing up, down, left and right. If you're trying to treat it like a wiimote, it does get stuck on the bottom and makes for a sucky experience.
As far as vehicle piloting and the use of ironsights, I agree. those will need to be tweaked. I am using the move just like I use it in Killzone3 where move controls work flawlessly. Both of my hands can rest peacefully on my lap and I can easily control the crosshair with small pointing movements. Needing to move the whole thing just to aim is just silly. For those unfamiliar how its handled on KZ3, I really recommend watching trough this excellent analysis on youtube. iWatch | Killzone 3 (Single Player Preview Demo) PlayStation Move Analysis http://www.youtube.com/watch?v=levDGb1FY6E
I sit and play with my sharpshooter in an upright position in a chair about 4 feet from my television. The calibration is still difficult. Tune into http://www.youtube.com/watch?v=672SKCEdwvU and watch all his videos. He does the most complete MOVE/SHARPSHOOTER reviews I have yet to see. |
Flame Highsea
Doomheim
28
|
Posted - 2012.07.03 08:29:00 -
[43] - Quote
JonnyAugust wrote:I sit and play with my sharpshooter in an upright position in a chair about 4 feet from my television. The calibration is still difficult. Tune into http://www.youtube.com/watch?v=672SKCEdwvU and watch all his videos. He does the most complete MOVE/SHARPSHOOTER reviews I have yet to see.
It's the same guy as in previous post..
But yes, very good reviews and hints how to make it work.
Hope Dust514 will have it (at least) as good as it is in Kz3 |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.07.07 16:15:00 -
[44] - Quote
Flame Highsea wrote:JonnyAugust wrote:I sit and play with my sharpshooter in an upright position in a chair about 4 feet from my television. The calibration is still difficult. Tune into http://www.youtube.com/watch?v=672SKCEdwvU and watch all his videos. He does the most complete MOVE/SHARPSHOOTER reviews I have yet to see. It's the same guy as in previous post.. But yes, very good reviews and hints how to make it work. Hope Dust514 will have it (at least) as good as it is in Kz3
As no one has commented in a while, I will assume that no one has been playing with their Move/SS since the first couple of days of the new E3 build. |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
|
Posted - 2012.07.07 16:55:00 -
[45] - Quote
I break it out whenever I get too bored. It's fairly useful with the Forge Gun, I've found. Went 9/3 one match (mostly vs Dropships) with it. In fact, I'm probably going to use it again this afternoon when the wife and sister in-law leave. |
Wakko03
Better Hide R Die
134
|
Posted - 2012.07.07 17:03:00 -
[46] - Quote
I haven't used it since Thursday.
The assists counting as kills makes me seem like a better player than I am, 27k and 13d my last game. It was maybe 5 kills and 22 assists.
I restored everything to the default settings.... 4982 or something like that before it goes to 100 across the board. Changing anything really made a mess of things and it is taking forever to get used to how it is set up to be used for this build.
I've only used the AR, the only other weapon I tried so far is the swarm launcher and to be honest it was a massacre the only thing I could hit was the walls or rocks.... lock on was not working for me I think I went 9 assists and 18 deaths.
I don't aim, I hipfire, I don't strafe, I bob up an down. And my nav controller L3 button is now fickle so I may have to pick up a new one, to much slamming the stick upwards more than down thanks to the angle it sits inside the sharpshooter.
Then I made the mistake of trying to pilot a drop ship, I got dizzy from the screen spinning, being a gunner in one is just as disorientating.
I haven't had any luck with the fire selector on the sharpshooter or the reload button on the bottom, even that one game I pulled out the tactical rifle.
It is tough to do anything testing wise with the move, when we launch into a menu to adjust something we are the proverbial easy kill, can't tell you how many times this one sniper picked me off in the back of the spawn trying to figure something out.
I have yet to see a dev post from anyone on their team in charge of move controls, so it feels like the only thing I am testing is how to tie a blindfold around my toon and lite up a smoke, wait the 20 seconds it takes for someone to realize they have the advantage. |
tyr3ll
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2012.07.07 17:21:00 -
[47] - Quote
I've used the move controller in KZ3, MAG, and Resistance 3, and in all those games the calibration was straightforward regardless of the setup (sharpshooter, pistol grip or even handheld). I can't get a reasonable calibration in DUST. I've spent several complete rounds doing nothing but getting killed while playing with the settings. I haven't gotten anything playable.
Not just for the move controller, but in general there should be a "training" level or something where you can test settings, controls, etc. Even if it's just loading an empty map (for now). |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.07.07 17:44:00 -
[48] - Quote
we know the move support is fundementally broken at the moment and we've hashed to death all that is wrong, so until we get some dev feedback or some changes in a patch or something, what else is there to add? I crack the sharpshooter out from time to time just to confirm how unplayable it all is and realize there is virtually no point in hamstringing myself by using it at the moment as I hope to all things holy that this build bares absolutely no resemblance to the finished article, and therefore there is no longer anything useful to discover from testing this build
Please please patch this support and give something worth testing! |
scandiccc
Amarr Templars Amarr Empire
0
|
Posted - 2012.07.09 06:27:00 -
[49] - Quote
Please correct dead zone (=0) settings. The main reason I bought mercenary pack and was going to play Dust514 is that it does support PS MOVE!!! |
Flame Highsea
Doomheim
28
|
Posted - 2012.07.09 16:02:00 -
[50] - Quote
It would be nice to have even one tiny word from some dev.. like "we are doing... we are alive.." etc for the sake of Move! ;)
|
|
Flame Highsea
Doomheim
28
|
Posted - 2012.07.13 12:07:00 -
[51] - Quote
Any rumors anyone??
|
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.07.13 15:50:00 -
[52] - Quote
Flame Highsea wrote:It would be nice to have even one tiny word from some dev.. like "we are doing... we are alive.." etc for the sake of Move! ;)
Ikr? I fully expect nothing, judging from how previous developers have handled move and sharpshooter support. What they program is what you get. |
Reed-In Aid
Villore Sec Ops Gallente Federation
0
|
Posted - 2012.07.13 16:51:00 -
[53] - Quote
Yeah ive been trying to use my sharpshooter with this and im pretty sure the devs went out of their way to make it as awful as possible. completely botched.
It seems to be suffering from the same problems Resistance 3 did which was aiming down the scope reverts back to the middle of the zone instead of where your aiming originally. Also the actual turning circle is awful. Luckily Insomniac cared enough to patch it making the world of difference lets hope the same happens here. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.08.15 11:05:00 -
[54] - Quote
Thread needs a Bump. Anyone have a chance to try it out yet. I do see for sure they did not add a modal turn function. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.08.19 18:37:00 -
[55] - Quote
bump. Modal Turn mode please! Btw, calibration seemed to be better this last patch. I havent tried with my sharpshooter yet but the vanilla move seems to be calibrating much easier. Still impossible to use b/c of the locked ADS view. I can't hip fire an AR from 20 feet out and expect to be competitive. I would request three things.
1) Free floating reticle in ADS (scope/green dot) would physically move with the Move.
2) Modal Turn Function Toggle for Sharpshooter or Vanilla Move Users
3)The Sharpshooter controller schematic does not seem to be added yet, as some of the buttons do strange things (T button, bumpers,etc) |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.08.20 08:08:00 -
[56] - Quote
bump |
Flame Highsea
Doomheim
28
|
Posted - 2012.09.23 16:27:00 -
[57] - Quote
Bump!
Anyone got info about next patch for Move?
Would love to be able to use sights with weapons.. :) |
stalyon99
Crux Special Tasks Group Gallente Federation
3
|
Posted - 2012.11.25 23:04:00 -
[58] - Quote
Flame Highsea wrote:Bump!
Anyone got info about next patch for Move?
Would love to be able to use sights with weapons.. :)
Any new news on this? Just picked up the Sharp Shooter for $10 at BB on BFriday. Looking forward to playing with it. |
Flamesea96
Doomheim
10
|
Posted - 2012.11.26 12:00:00 -
[59] - Quote
It works better now (aiming)..
But still unplayable with its poor hit detection compared to any other controller method.
|
Janeera
DUST University Ivy League
6
|
Posted - 2012.12.02 22:37:00 -
[60] - Quote
Grabbed the sharp shooter during Amazon's Cyber Monday.
I'm not sure whether it's due to me or the controller calibration, but whenever I spawn I'm looking at the bottom.
I haven't explored all options but is there some way to always center the aim in the center of the screen (i.e. non-move behaviour)? Most issues I'm having are related to my view turning or it not doing so. |
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |