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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.06.29 04:36:00 -
[1] - Quote
Lets have this be the official Move/SS thread so we can all work together to help make this controller playable.
Currently, calibration is not even possible as the reticle continously drifts downward merely seconds after calibration, or pointing the move at the eye actually calibrates the center to below the television screen.
Also, why is there no modal turn option? If you want this to be more than just a gimmick, add modal turn mode and make calibration possible. |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
|
Posted - 2012.06.29 04:49:00 -
[2] - Quote
I am not at the house right now, or I would try and post what I have done that works. Hopefully Nova Knife will pop on here and give everyone the full details on how he got his move to work. I know from both my limited experience and his likely full experience, that directional movement is a pain if you're in a tight spot.
I also feel that some sort of better directional movement would be seen as a godsend. I don't care if it is even slightly worse than using a controller. I just want to e able to move left, right, up, and down a little easier. I can aim within my screen just fine. |
Kipic Bricker
L.O.T.I.S. Legacy Rising
22
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Posted - 2012.06.29 05:42:00 -
[3] - Quote
Agreed, the move support is abysmal right now, and does not seem to integrate the sharpshooter right now. Pity, as that is where most of my skill comes from |
Ourors
Doomheim
130
|
Posted - 2012.06.29 06:55:00 -
[4] - Quote
nova knife has found some magical method to make it not terrible |
Druk Spyker
DUST University Ivy League
2
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Posted - 2012.06.29 06:56:00 -
[5] - Quote
After calibration my camera just spins uncontrollably. I am unable to lift the cross hair - it stays stuck to the bottom of the screen. |
Fingal Senga
Anonymous Killers Mercenary Corporation
17
|
Posted - 2012.06.29 08:04:00 -
[6] - Quote
As a former KZ3 player I was super excited about this. Time to get the old Sharpshooter out of retirement, but then I encountered this fresh hell.
Eagerly awaiting Nova Knife's mojo. |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
|
Posted - 2012.06.29 08:27:00 -
[7] - Quote
Have any of you checked out this thread:
http://www.gamefaqs.com/boards/996959-killzone-3/58253502 ?
I am going to go through vairous ways of setting up the Move/sharp shooter this coming evening (like 12+ hours away) and I figured I would start with the above link to see how well it holds up. |
Flame Highsea
Doomheim
28
|
Posted - 2012.06.29 09:05:00 -
[8] - Quote
Dasyu Asura wrote:Have any of you checked out this thread: http://www.gamefaqs.com/boards/996959-killzone-3/58253502 ? I am going to go through vairous ways of setting up the Move/sharp shooter this coming evening (like 12+ hours away) and I figured I would start with the above link to see how well it holds up.
Problem is in Dust/game.. no use to do any of those things before they fix it in (here) their end.. :/ |
Nova's Knife
Seituoda Taskforce Command Caldari State
20
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Posted - 2012.06.29 09:39:00 -
[9] - Quote
Like said above. I've had none of the calibration issues people are complaining about. I'll try to explain how I set mine up, but even when I calibrate it other ways I don't get this massive drift people complain about. There is some issue where the crosshair starts to change position relative to where your controller is pointing, but this happens in every gamer and I've noticed no massive difference in dust/killzone3 in this respect. My issues come from the deadzone settings pretty much doing nothing and the area you can move your crosshair without turning being too large. It makes turning/using the move in CQC a bit of a nightmare.
My screen is a 42" monitor plugged into my computer, and is about level with the couch I sit on about 4-5ft away. The camera is placed at the bottom of this screen. When calibrating the controller (I manually calibrated with the controller first outside of dust with the XMB menu, before shoving it into the sharpshooter. I find one of the mistakes I've noticed when my buddy comes over and tries to calibrate, is that he pulls the gun into an 'ADS' position to calibrate then drops it back down to hip. Unless you are going to 'ADS' the whole time you play, This will make the calibration off in dust. I found more success in lowering myself to 'hip level' or where I would have the controller positioned while playing, before trying to calibrate.
Edit: For those of you concerned about move, know that they have a dedicated dude working on the move support currently and giving it love. |
Greg Macreadie
Tronhadar Free Guard Minmatar Republic
5
|
Posted - 2012.06.29 10:32:00 -
[10] - Quote
I think the problem is there is no real zero point in calibration?! I played Killzone3 with Move for over a year now (every Clan game) but the Dust controlls are not even close to the Killzone ones, the turning speed is slow as hell, also when you switch from hips to sight u not aiming where ur crosshair was it starts in the middle looks like they used the same controlls Resistance3 do at start (they patched it and now its close to the Killzone one). So please CCP play a round Killzone3 with the Move (no sharpshooter just the move and navi) then u will see the difference yourself. Thx |
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raqz xuneh
Circle of Huskarl Minmatar Republic
1
|
Posted - 2012.06.29 11:58:00 -
[11] - Quote
the drift problem... it is a controller issue. the ps move (as far as shooters) will NEVER come as close and as accurate as the wii or guncon. it is an inherent mechanical/magnetic problem that cannot be resolved until a "v2" of the move will come out. that is why the "sight" attachment that was planned (there is a rail on the sharpshooter) had not been released.
as for move controls in dust, keep in mind that this had JUST been implemented/attached. it will feel like "alpha" while the rest of the game is in beta. give all the feedback possible so they can properly work on it and catch up with the rest. i do agree that they should look at games like socom 4 and killzone 3 as well as wii games. they all had made leaps with these types of motion controllers.
i would also like to note that the control scheme should have a level of customization. in this century, it should be "de facto". or have some things swap-able like the trigger and the move symbol button for fire, etc. |
Tom Bithof
Universal Allies Inc.
4
|
Posted - 2012.06.29 13:39:00 -
[12] - Quote
For beta players:
Unlike other implementations of the move controller, Dust514 currently seems to be entirely using the camera's view of the controller bulb, with zero input from the move controller's accelerometers. In other words, spinning the controller does nothing. Raising or lowering the bulb, and it and moving it side to side (the camera's view of the bulb) is 100% responsible for where your on-screen sights go. This is a good idea. Once calibration is implemented, this should eliminate the drift we see in other games that depend somewhat heavily on the accelerometers and magnetometer in the move controller.
Don't calibrate with the software, calibrate the camera, physically. Turn down the sensitivity; place the controller's bulb where it will be when you're in a comfortable playing position, and then move the camera until your on-screen cursor is centered.
For the move programmer, and devs:
When you do implement calibration, please change the location of the calibration button in the system options to minimize the number of actions necessary to calibrate. Some players calibrate frequently, and placing the calibration deep in the menu structure isn't preferable to placing it shallowly.
In general, all the neocon and navigation buttons should allow scrolling up from the top button, to the bottom most button. Fixing this general weakness in the menu navigation would go along way to reducing the clicks necessary to get around the menu.
Infamous2 has move controller support. Even without extensive configuration options, it works beautifully. Please mimic it, plus an option for players that prefer the ridiculously large dead zone in the current implementation. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 13:57:00 -
[13] - Quote
Nova's Knife wrote:Like said above. I've had none of the calibration issues people are complaining about. I'll try to explain how I set mine up, but even when I calibrate it other ways I don't get this massive drift people complain about. There is some issue where the crosshair starts to change position relative to where your controller is pointing, but this happens in every gamer and I've noticed no massive difference in dust/killzone3 in this respect. My issues come from the deadzone settings pretty much doing nothing and the area you can move your crosshair without turning being too large. It makes turning/using the move in CQC a bit of a nightmare.
My screen is a 42" monitor plugged into my computer, and is about level with the couch I sit on about 4-5ft away. The camera is placed at the bottom of this screen. When calibrating the controller (I manually calibrated with the controller first outside of dust with the XMB menu, before shoving it into the sharpshooter. I find one of the mistakes I've noticed when my buddy comes over and tries to calibrate, is that he pulls the gun into an 'ADS' position to calibrate then drops it back down to hip. Unless you are going to 'ADS' the whole time you play, This will make the calibration off in dust. I found more success in lowering myself to 'hip level' or where I would have the controller positioned while playing, before trying to calibrate.
Edit: For those of you concerned about move, know that they have a dedicated dude working on the move support currently and giving it love.
This is an old calibration post I did a year ago. I must say, I do not understand why all the developers have to reinvent the wheel when designing support for this peripheral. Doesn't Sony help?
Sharpshooter Calibration Turned off the magnetic sensor XMB > Settings > Accessory Settings > Motion Device > Press 'X' > Press Triangle to toggle magnetic sensor
My PS Eye is located above my my television (46''), this leads to a problem with the vertical calibration.
Drift in old games were fixed with this method: "Drift: So the move/ss drifts. Period. There is no fixing this, there is no getting around it. You just have to deal with what you get. BUT i've learned to deal with it appropriately. On average, about 30s to 1 min after calibration, the reticle drifts the the left OR right (seemingly random). It makes it terribly difficult to aim when your reticle is not sighted down the barrel, how do you fix this? Rapidly move the reticle off screen in the same horizontal direction as the drift. The quick snap movement off screen and then back to center resets the reticle to the original calibrated postion. I almost consider this like a reload and it doesn't prove inconvenient since there are lots of waiting/hiding points in game. Though, could be troublesome if it drifts in the middle of a firefight. But like i said, nothing you can do so you gotta deal with it."
I just attempted to recalibrated this morning after a good night sleep. No matter how I calibrate, sit, stand, hold the controller there is continuous downward vertricle drift. My EYE is attached to the top of my 46'' TV with Sony's official EYE clip.
I turned off the magnetic sensor but it did not effect anything. I will try moving my camera to the bottom of my TV, but that seems like a waste. As an added note, I had this controller working flawlessly in Socom4 and was able to be competitive in 1 death rounds in tournaments. I know how to calibrate this peripheral accurately and DUST is not allowing me to do it.
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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 14:28:00 -
[14] - Quote
I have no idea why it just decided to work for me now. Maybe it has something to do with the updates at the the boot up of the client.
If I had a tip, it would be to not use the icons in upper left and lower right to calibrate. Simply point to the physical corners of your TV screen to improve accuracy. Drift happens when you did not point the move directly at the EYE in the first place. Strange because for 3 hours of testing I had been doing that and was still getting drift.
So onto gameplay. The AR seems to be the only gun that has build in MOVE support but even the ADS (Aim Down Sights) is not yet programmed into the game. You have to hipfire whereever you go. I can see the HMG as the only way to currently play DUST in a 'competitive' fashion but you have to unlock it.
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Dracknarr
Tronhadar Free Guard Minmatar Republic
4
|
Posted - 2012.06.29 15:14:00 -
[15] - Quote
I had some problems with loss of calibration at first. Then I just shuffled forward half a meter to half on/off my couch and they all cleared up. This aspect so far has been like any other move supported game for me.
I have included my feedback (that might be useful to Dev's) in Nova's post under Feedback: https://forums.dust514.com/default.aspx?g=posts&t=23019
It's good to hear there is a dedicated Move dev doing this thing for us move users! When its all said and done.. I'll shout that dev first drinks if he comes to Australia!! |
Wakko03
Better Hide R Die
134
|
Posted - 2012.06.29 16:31:00 -
[16] - Quote
Move Sharpshooters,
Please make sure to grab yourself a little level, and some duct tape, the wire for the pseye will nudge it out of whack; so secure that to the pseye clip then grab the level to make sure it is set up level on both the up and down and right to left sides. If the eye moves after you calibrate it, then it needs to be re-calibrated.
Second thing is, how do you know you hit the zones the same way you did during the last calibration? Or if you are holding the move and the sharpshooter close enough to level.
Are you standing/sitting the exact same way thru the entire match? |
w-o-d-z-u
Amarr Templars Amarr Empire
0
|
Posted - 2012.06.29 16:50:00 -
[17] - Quote
deadzone setting doesn't work - its always like 100% i both settings. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 17:04:00 -
[18] - Quote
I just noticed that to adjust the crosshair sensitivity, you have to manually save the change. Even if you moved the bar to a new setting, if you do not press 'X' they setting will not save and nothing will be effected even the bar is reflecting the change.
I would also like to say that ADS should be in a non-locked setup. A free floating ADS crosshair/scope is the only way to effectively implement Move/SS support. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 17:06:00 -
[19] - Quote
Wakko03 wrote:Move Sharpshooters,
Please make sure to grab yourself a little level, and some duct tape, the wire for the pseye will nudge it out of whack; so secure that to the pseye clip then grab the level to make sure it is set up level on both the up and down and right to left sides. If the eye moves after you calibrate it, then it needs to be re-calibrated.
Second thing is, how do you know you hit the zones the same way you did during the last calibration? Or if you are holding the move and the sharpshooter close enough to level.
Are you standing/sitting the exact same way thru the entire match?
I sit in an office chair about 4 feet away, I make sure i'm the same distance away every time durring calibration by making sure my toe just touches the base of my tv stand. |
Flame Highsea
Doomheim
28
|
Posted - 2012.06.29 18:22:00 -
[20] - Quote
How many of you have played game where Move works --> Kz3 ?
There is no Move in Dust.. Just mess :/
Like playing poker with one card in hand
( so no use trying to do calibrations or advice how to do it untill its patched/updated ) |
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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 18:43:00 -
[21] - Quote
Flame Highsea wrote:How many of you have played game where Move works --> Kz3 ?
There is no Move in Dust.. Just mess :/
Like playing poker with one card in hand
( so no use trying to do calibrations or advice how to do it untill its patched/updated )
KZ3 needed modal turn mode. |
Flame Highsea
Doomheim
28
|
Posted - 2012.06.29 18:52:00 -
[22] - Quote
Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 19:00:00 -
[23] - Quote
Flame Highsea wrote:Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman.
Because I don't want to play with 0 deadzone* It's a sharpshooter, not a wand. I want to aim like I'm in a shooting gallery, not rely on a camera pan for aim adjustments. 0 deadzone is fine for vailla move but not having modal defeats the purpose of holding a gun. |
Flame Highsea
Doomheim
28
|
Posted - 2012.06.29 19:05:00 -
[24] - Quote
JonnyAugust wrote:Flame Highsea wrote:Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman. Because I don't want to play with 0 deadzone* It's a sharpshooter, not a wand. I want to aim like I'm in a shooting gallery, not rely on a camera pan for aim adjustments. 0 deadzone is fine for vailla move but not having modal defeats the purpose of holding a gun.
You make your deadzone to 80-100% and your in your gallery |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 19:06:00 -
[25] - Quote
Flame Highsea wrote:JonnyAugust wrote:Flame Highsea wrote:Why ?
I feel there is no need for that. Its fluent as it is. ( 0 killzone, 20 sensitivity, 70 turning speed )
I still play 3-6h / week kz3 with Move. kill strike 31 and yes, im not camping or using Marksman. Because I don't want to play with 0 deadzone* It's a sharpshooter, not a wand. I want to aim like I'm in a shooting gallery, not rely on a camera pan for aim adjustments. 0 deadzone is fine for vailla move but not having modal defeats the purpose of holding a gun. You make your deadzone to 80-100% and your in your gallery
Then I can't take corners efficiently.
Adding the modal turn toggle effectively solves the problem.
You would probably love it. Plus it doesnt effect your current style of play. |
Leafeondudeguy
Amarr Templars Amarr Empire
0
|
Posted - 2012.06.29 20:21:00 -
[26] - Quote
well, what i did is put the dead zones to zero and the turn speed up and the sensitivity up and it was better, but the aiming down wasnt a LOT better, but it was still better |
Cherry Mercenary
Sanmatar Kelkoons Minmatar Republic
12
|
Posted - 2012.06.29 20:31:00 -
[27] - Quote
Here's what I posted in the other thread. Some of the stuff has already been mentioned:
It's not that the deadzone aren't removed when it's set to zero, it's that the deadzone settings don't work at all. They're permanently stuck at ~75 no matter what you choose.
ADS is broken. The reticle only moves when you point Move outside of the deadzone, making ADS even more useless with the current broken deadzones. You're supposed to be able to move the reticle within the deadzone without having your character turn.
Needs more customization options in general for Move to fine-tune every aspect.
Turn speed and cursor sensitivity go to crazy numbers like 4000 and 5000 if you set them to 100 for some reason. If you set both to 99, it works as normal.
Gun points to the sky as soon as you spawn.
Calibration works normal for me, though it took me a few tries. I play from my lap with my wrist, so I don't know about people that actually stand up. I think one of the problems people may be having has to do with the cursor pointing to the sky when you finish calibrating and the bad deadzones that you have to deal with to re-adjust. TV size and playing distance (if it's reasonable) aren't factors in calibration as far as I know.
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JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
|
Posted - 2012.06.29 22:35:00 -
[28] - Quote
Took many tries for me to get it calibrated... still not optimal |
Wakko03
Better Hide R Die
134
|
Posted - 2012.06.30 07:34:00 -
[29] - Quote
It reminds me a lot of the R3 & Socom Beta's, I'll post some specifics about my feed back when I get past using the basic skills and militia gear.
I have been lucky lately in that assists count as kills during the tally screen.....cause there is no way I am going 20+ with only 3 deaths.
I played MAG for over a year with the Sharpshooter at some of the most ridiculous settings....at times I could flip the screen so fast as to see behind my character enough to check for an enemy, my TV's 120Hz refresh rate was not able to keep up....this 240Hz with 480Hz algorithim seems to be up to the task so I am getting used to how it works.
Really can't do leadership, I must have hit every button, but had no clue what any of the buttons would do or if I was selecting them. I'll call in a dropship but will not be able to fly it, same thing with a vehicle it is really disorientating and there is no flight school training map yet, so most of my testing is done under constant fire.
Luckily my Chat Channel is often for the enemy, so I can yell at them for needing to bring a tank or 2 to take on one move user with a militia assault rifle.
It might have something to do with the fact that I am playing in simulated 3-d, so I have a little more depth to objects during close quarters stuff.
I fire from the hip a lot anyway, I'm the guy with the laser pointer on his sharpshooter. |
The1Kaiser
Seituoda Taskforce Command Caldari State
1
|
Posted - 2012.06.30 19:15:00 -
[30] - Quote
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. |
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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. |
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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
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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! ;)
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Flame Highsea
Doomheim
28
|
Posted - 2012.07.13 12:07:00 -
[51] - Quote
Any rumors anyone??
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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. |
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Randall Ravenclaw
Villore Sec Ops Gallente Federation
1
|
Posted - 2013.01.05 14:05:00 -
[61] - Quote
is it possible to lock cursor in the middle when using move sharp shooter (like when playing with KBM) ? if not i hope they will implement an option soon :( |
Naaloki Raasu
Ikomari-Onu Enforcement Caldari State
2
|
Posted - 2013.01.21 23:26:00 -
[62] - Quote
Tried the Sharp Shooter
-why does the gun not follow the cursor? it just sits there looking straight ahead the entire time. Will this change?
- Same thing as above but while ADS. This is horrible, the gun sits in one spot and there is a tiny Dot that you move around the screen. This makes ADS pretty useless, especially if the target is on the same level as your gun when you ADS, it covers the target and is damn near impossible to hit it. In ADS the screen needs to lock and where you look the screen adjusts immediately keeping your cursor in the middle of the screen. See games like MAG, Socom4 (bad game but good use of Sharp Shooter) Killzone .
- One other huge inconvenience is the RELOAD button, the reload on the bottom of gun is just bad design so please don't feel inclined to use it. Using the RL button on the bottom of the gun where you would insert a magazine in a real gun, makes you take your hand off your left thumb stick making you immobile for a second. This means death when in a fire fight you need to be moving while reloading, please change this to the pump action. Using the pump as reload just feels right and in every game that uses this as a reload button is a lot more engrossing.
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Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.01.23 01:27:00 -
[63] - Quote
Would like to know what CCP has planned for the Move and using different button mapping. Would like to have a reason to use my Move again. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.01.26 08:28:00 -
[64] - Quote
Are you still ironing out the Sharp Shooter and its problems? |
G Torq
ALTA B2O
88
|
Posted - 2013.01.26 14:31:00 -
[65] - Quote
Naaloki Raasu wrote:Using the pump as reload just feels right and in every game that uses this as a reload button is a lot more engrossing.
Are there any games using the pump-action to reload? As best I can tell, the pump-action on the SharpShooter is physically activating the trigger button, instead of relaying an electronic signal like the rest of the buttons and switches.
|
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2013.01.29 02:16:00 -
[66] - Quote
G Torq wrote:Naaloki Raasu wrote:Using the pump as reload just feels right and in every game that uses this as a reload button is a lot more engrossing. Are there any games using the pump-action to reload? As best I can tell, the pump-action on the SharpShooter is physically activating the trigger button, instead of relaying an electronic signal like the rest of the buttons and switches.
I think it was either MAG or Socom 4 only games i have really used it full blown. |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2013.01.30 13:28:00 -
[67] - Quote
G Torq wrote:Naaloki Raasu wrote:Using the pump as reload just feels right and in every game that uses this as a reload button is a lot more engrossing. Are there any games using the pump-action to reload? As best I can tell, the pump-action on the SharpShooter is physically activating the trigger button, instead of relaying an electronic signal like the rest of the buttons and switches.
KZ3 uses the pump action for sure, that game nails sharpshooter pretty well, hope our devs take note, or at least give us what we've been crying out for and that is full button customisation. I've heard that it is apparently coming but I don't know for sure
We also need the screen to move with aim like DS3 to avoid targets being obscured by our guns and for the love of all things clonelike please remove dead zone at least from ADS as it is unplayable as it is! |
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