Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
shade emry
Doomheim
5
|
Posted - 2012.07.13 23:46:00 -
[1] - Quote
OK, so I went out and bought a PlayStation move set to test DUST514. I also went and downloaded/bought most rail shooters to get a good feel for what having the move system is like and what to expect..
IGÇÖm using the Socom 4 Gun add-on for the move to help stabilize the experience, and so far am rather disappointed with the calibration settings. the tolerance and sensitivity is way to high for stock/default.. Yes i know some settings need to be tweaked and it took me forever to get it to the point that if i breathed i wouldnGÇÖt make a sharp cut to some viewpoint. I think the controller and interface needs some serious adjusting.
Now onto in battle field trial...
so i can use the navigation controller, that part seems perfect, but as far as sitting in a turret, or running and attempting to shoot someone causes the controller to just fire in a wide circle random pattern, even with vibration turned off. IGÇÖve known some game developers and know that with the game-pad interface their is always a very small aim assist program built into the game to help remove this frustration/enhance game-play.. The move Support with this feature is lacking so bad that with the gun placed in an actual aim vice and after calibration on a several hour scale, the cursor "Vibrates" in battle field conditions..
Now in my opinion, as I didnGÇÖt mention my exp with move support on other game titles, i took 3 days to try them out..the best I found in both accuracy, ease of calibration and playability was Dead Space Extraction. If the move ever left the frame, it re calibrated right their on the spot and usually fixed any drift issues that happens as you inevitably move in your living room/game room.
Also on a cosmetic note, if you can make the move ball change different colors via options, i think this will add a very unique customization to the game..no one likes a pink ball blue ball, well their are people, but i like red or green..
As I know MANY people that are looking forward to a combat play style with this move controller setup that actually works, its in my honest opinion that if you can perfect this, you will have a very immersible game indeed with customization options. |
Renic Fallheart
Algintal Core Gallente Federation
1
|
Posted - 2012.07.14 07:31:00 -
[2] - Quote
I am in agreement that the Move control scheme for Dust needs a LOT of work. I played around with it for a while today, using the Move and Motion controllers in the Sharpshooter peripheral, and plan to keep playing with them later on tonight when I have the time, but here are my initial impressions:
Firstly, the fixed sights when aiming down the sights with L1 is just heinous. When you aim at a target with the mobile crosshair from the hip and you want to aim down the sights at it, when you press L1 the view zooms in on the CENTER of the screen, not where the crosshair was. Go play MAG and play around with the "Fixed Iron Sights" option both off and on. In MAG, I cannot hit a damn thing with the fixed sights on, and they even do it right so that when you bring up the sights it zooms on where the crosshair was aimed. Also, when aiming down the sights, the movement of the crosshair seems to be much more sluggish, and it is EXTREMELY hard to track a moving target while aiming. I understand the need to slow down the movement of the crosshair when zoomed in, and I would be crying foul if that wasn't included, but there needs to be a separate dead-zone setting for when you are aiming down the sights. Go look at what Zipper Interactive did for MAG's Move control options. It's just about the perfect amount of control options.
While I'm on the topic of the control options, the option to change the cursor sensitivity doesn't seem to do much except change whether I need to aim high or low. When I turned the option up to a higher number, my crosshair dropped down quite a lot, and I needed to aim ABOVE my TV in order to have my cursor centered. When I turned it down to a lower number, the inverse happened and I needed to aim below my TV to center the cursor.
Also, the dead-zone controls seem to do just about nothing. With them turned all the way up or all the way down, I still need to move my reticule almost all the way to the edge of the screen before I get anything more than a slow crawl of a turn. Also, I noticed that with both dead-zone settings turned all the way to zero and with them turned all the way to 100, there seems to be a glitch in the movement. When I would move the cursor slowly to the right or left, the view would change and get incrimentally faster as is expected, but once I got to around 1/4 of the distance from the edge of my TV, turning would stop completely. If I continued to move the cursor, after about an inch or two on my 42" TV, the movement would pick right back up.
I noticed that the cursor has a great deal of wobble. My playing position with the Sharpshooter is to sit centered in front of the TV, about four feet from it, cocked at about a 45 degree angle to the right, with my elbows locked on my knees and the stock against shoulder and cheek. It is a very stable shooting position, and I noticed that while aiming with no movement whatsoever that the cursor was quite jittery, and it was worsened when aiming at specific areas of the screen.
Another large qualm that I have with the Sharpshooter's implementation is the pump action feature. When pulled back, the pump activates the trigger of the Move controller and fires your weapon. Dust needs to be able to know when the Move controller is plugged into the Sharpshooter and either disable the Move trigger or reassign its function and leave the function of firing the weapon to the digital trigger on the Sharpshooter. This was a HUGE problem for me when I was learning to use the Sharpshooter on MAG, as I've been trained to pull my weapon into my shoulder tighter when firing, and I found myself repeatedly pulling back on the pump and firing my weapon before I was ready.
I really dig Dust and I have high hopes for it, but the Move controls need a hell of a lot of work. I hope that my observations can help make this a better game overall |
xeto rak
Epidemic. Space Immigration
23
|
Posted - 2012.07.14 07:35:00 -
[3] - Quote
I have bought the Playstation move + navigation controller + sharp shooter gun (which is extremely cool). This whole thing cost quite a bit, but I thought it is an investment worth doing if it adds fun and precision shooting.
After trying out I was quite disappointed as I could not find the right setting that would make the PS move gun at least as good as the controller. I was expecting this to be better than the controller TBH...
I hope some improvements are being made to this and I look forward to using this all the time when that happens.
Can someone share their move settings so that I can try them? |
Renic Fallheart
Algintal Core Gallente Federation
1
|
Posted - 2012.07.14 07:50:00 -
[4] - Quote
Haven't been able to spend enough time with the Sharpshooter in Dust to get my settings down pat, but I have had a decent amount of time with it in both MAG and Resistance 3. It takes time and practice to get good with the Sharpshooter setup, but I can track a moving target in MAG like I never could ever with a controller. |
|
CCP Frame
Royal Amarr Institute Amarr Empire
351
|
Posted - 2012.07.14 07:57:00 -
[5] - Quote
Thank you guys for your feedback on PS Move controls, our team is working hard to improve them as much as possible, and keep in mind that this is first version of move integration :) There is a lot more to come!
Once again, we greatly appreciate all your feedback so far! |
|
Renic Fallheart
Algintal Core Gallente Federation
1
|
Posted - 2012.07.14 08:20:00 -
[6] - Quote
That's great to hear, Frame! I understand that the Move controls are still early in their implementation, and I hope that my feedback didn't come across as "bitchy." I'm gonna go continue to test! |
xeto rak
Epidemic. Space Immigration
23
|
Posted - 2012.07.14 08:36:00 -
[7] - Quote
Thank you |
Mikroby
Villore Sec Ops Gallente Federation
0
|
Posted - 2012.07.16 10:05:00 -
[8] - Quote
@CCP Frame
Fine to hear that, thanks for the information! Please change the blue light of move controller in red, THX! |
Azrael Rillian
Circle of Huskarl Minmatar Republic
1
|
Posted - 2012.07.19 16:15:00 -
[9] - Quote
I've just played Dust with my move controllers for the first time, and while it worked fine after spending an hour of calibrations, i noticed that the game only tracked the ball on the move controller, but it didn't use the inertial sensors inside that are used to track the orientation/angle of the controller.
in other words, as long as the ball was in same point of space, i could rotate the controller around that point without changing the direction of the crosshair.
All of this ties in with the fact that turning around in the game (turning the camera around) could only be done by moving the ball/crosshair to the edge on the screen, which is really annoying when in a gunfight, where you have to turn and aim and turn around again, etc.
Some of the best move-supported games link the inertial sensors (that track when the controller is rotated/turned) to the camera controls, so that when you rotate the controller horizontally to the left/right, the camera turns to the left/right, vertically up/down and the camera turns up/down.
note: I didn't use the gun add-on, simply because I don't have one (yet), so I don't know if there is any difference in that case. |
Talaryes
Bene Gesserit ChapterHouse Sanctuary Pact
8
|
Posted - 2012.07.22 07:09:00 -
[10] - Quote
I've bought the same setup as the OP and found that the calibration 'runs' a lot. Meaning, after an initial calibration the camera would track the position of the move pretty much about the centre of the screen like I wanted it to. But after I positioned the Move off the camera tracking zone and returning it, the center of the calibration box appeared to move higher and higher. Meaning I had to lift the sharpshooter higher to get the same vertical movement. Then I had to perform the calibration every once in a couple of combat sessions.
I'm wondering if this is a 'feature' of the PS Move and camera or is it with the game? I'm not familiar with other games as I bought the same setup for the Dust beta just 1 week back. Any hints and tips for making the calibration 'stick' would be appreciated. Thanks! |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.22 07:42:00 -
[11] - Quote
MOST Move-enabled games have some measure of "drift" when you move too fast, or when you're moving near or off the edge of their tracking field. Most games also include a "quick calibrate" where you press a button and it resets to a "zero point" that you can reach easily (pointing straight ahead, for example).
There aren't many free buttons for a function like this, but hopefully they can include it, if only as an in-game menu option. Start, quick calibrate, line up in a specified manner and press a button to recalibrate, return to game with full functionality. |
LanceR Strife
Algintal Core Gallente Federation
0
|
Posted - 2012.07.28 06:58:00 -
[12] - Quote
Azrael Rillian wrote:I've just played Dust with my move controllers for the first time, and while it worked fine after spending an hour of calibrations, i noticed that the game only tracked the ball on the move controller, but it didn't use the inertial sensors inside that are used to track the orientation/angle of the controller.
in other words, as long as the ball was in same point of space, i could rotate the controller around that point without changing the direction of the crosshair.
All of this ties in with the fact that turning around in the game (turning the camera around) could only be done by moving the ball/crosshair to the edge on the screen, which is really annoying when in a gunfight, where you have to turn and aim and turn around again, etc.
Some of the best move-supported games link the inertial sensors (that track when the controller is rotated/turned) to the camera controls, so that when you rotate the controller horizontally to the left/right, the camera turns to the left/right, vertically up/down and the camera turns up/down.
note: I didn't use the gun add-on, simply because I don't have one (yet), so I don't know if there is any difference in that case. THIS^^^
I have the sharpshooter attachment for the move, and it cannot be used for dust 514 simply because the game does not track move rotation.
With kz3, socom 4, resistance 3 you point the sharpshooter and the camera tracks the angle and points the crosshairs accordingly.
With Dust, it solely tracks the bulbs position disregarding the angle of the wand.
ALSO when i use the DS3 i play inverted and noticed that when i used move it also inverts its controls. Keep both types of controller settings SEPERATE. |
Slick SicK
Royal Uhlans Amarr Empire
0
|
Posted - 2012.09.09 09:22:00 -
[13] - Quote
I signed up for the beta just for the move / sharpshooter controls but its not working for me because my aim goes all over the place i've changed the deadzone that makes it a little better but it still nothing like the killzone 3 controls they work awesome take a look at that game fix it like that and dust will be awesome |
LivewireProblem
Villore Sec Ops Gallente Federation
5
|
Posted - 2012.09.09 11:00:00 -
[14] - Quote
LanceR Strife wrote:Azrael Rillian wrote:I've just played Dust with my move controllers for the first time, and while it worked fine after spending an hour of calibrations, i noticed that the game only tracked the ball on the move controller, but it didn't use the inertial sensors inside that are used to track the orientation/angle of the controller.
in other words, as long as the ball was in same point of space, i could rotate the controller around that point without changing the direction of the crosshair.
All of this ties in with the fact that turning around in the game (turning the camera around) could only be done by moving the ball/crosshair to the edge on the screen, which is really annoying when in a gunfight, where you have to turn and aim and turn around again, etc.
Some of the best move-supported games link the inertial sensors (that track when the controller is rotated/turned) to the camera controls, so that when you rotate the controller horizontally to the left/right, the camera turns to the left/right, vertically up/down and the camera turns up/down.
note: I didn't use the gun add-on, simply because I don't have one (yet), so I don't know if there is any difference in that case. THIS^^^ I have the sharpshooter attachment for the move, and it cannot be used for dust 514 simply because the game does not track move rotation. With kz3, socom 4, resistance 3 you point the sharpshooter and the camera tracks the angle and points the crosshairs accordingly. With Dust, it solely tracks the bulbs position disregarding the angle of the wand. ALSO when i use the DS3 i play inverted and noticed that when i used move it also inverts its controls. Keep both types of controller settings SEPERATE.
Everything above is just what the move controls need...
1.Camera linked to move rotation. 2. adjustable dead zone when scoped in.
Just these two alone would help massively. Hope CCP gets this right as i was 10 times better at M.A.G with Move over the DS3 , and was pleased to here that DUST would support the control scheme as well.
Ill do some proper testing over the nest few days and get back with something more constructive |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.09.09 12:42:00 -
[15] - Quote
I seem to be the only one who doesn't have issues with calibration. It's strange. I sit on a couch about five feet away, using the sharpshooter controller. My camera is underneath the 42" monitor on a table about level with my knees on the couch.
I use around 90 sensitivity with 60 deadzones.
The main bugs/issues with the moves are mostly related to ADS. The crosshair moves around the screen, but entering ADS.. The scope/aim will always be fixed at the center of screen instead of where your crosshair was. The sensitivity in ADS also gets borked. The amount your gun moves becomes disproportionate to what you see on the screen, and the response is slightly delayed. However for guns that do not require ADS to be great...(Mass drivers, Shotguns, Forge guns, HMG) These are awesome to use with the move. I'd even go so far as to say that the mass driver itself is better with the move than with the DS3.
Dropship controls with the move is -excellent- although could still use some love. I actually prefer the move to the DS3 in terms of general control. However, I find it that the camera is a bit unpredictable with this input method. When turning the camera can dip up or down if the control tips even the slightest. it might be a little too sensitive here. On that note though, I find it might easier to look up/down in general while maintaining left/right pitch without drifting. This makes it a lot easier to hover over an area and use the camera with the move.
Strangely in contrast, tanks are a nightmare to drive. The main turrets are plagued by the same unresponsiveness of using ADS on infantry. In third person it isn't so bad, but in first person it's almost unplayable.
Secondary turrets on all vehicles are a -dream- to use. Very responsive (Responsiveness lessens with zooming with L1) and I have a much easier time aiming these than with DS3. A bug here though : The little PS move crosshair becomes out of whack with the HUD crosshair for the turret. You can see the turret moving but the HUD crosshair stays on the center of the screen while the move crosshair follows the controller. |
madd mudd
41
|
Posted - 2012.09.09 15:26:00 -
[16] - Quote
The NAV stick needs to turn! it is very annoying I've find in all Move shooters I've played online to try and turn quickly using the move controller... It would be a much more enjoyable experience to be able to turn and move forward/backard with the NAV stick as the move controller should be primarily used for aiming not turning... |
AWdrius
Planetary Response Organisation Test Friends Please Ignore
23
|
Posted - 2012.09.09 18:58:00 -
[17] - Quote
madd mudd wrote:The NAV stick needs to turn! it is very annoying I've find in all Move shooters I've played online to try and turn quickly using the move controller... It would be a much more enjoyable experience to be able to turn and move forward/backard with the NAV stick as the move controller should be primarily used for aiming not turning...
How do you strafe then?
On a side note, I wonder why nobody made move controls more like mouse on PC? Crosshair should be locked in the center of the screen and moving controller should turn/tilt screen instead of moving crosshair around screen. |
Sol Flare WS
Seituoda Taskforce Command Caldari State
0
|
Posted - 2012.09.09 20:31:00 -
[18] - Quote
Just played for the first time the other night. First impressions...
Calibration should use a 4pt test screen. I've used several games with 2 point calibrations and 4 point. 4 Point is much smoother and steady when needed. 2 point calibrations tend to have the cross hairs hop around when making small adjustments in aiming. This severely affects longer range engagements.
Calibration needs a test section. Once the commands are completed for calibration, just pop up a target indicator so I can swing the move around the screen to test its feel with the option to re calibrate. Right now I have no clue how well it is calibrated until I get in game.... which makes it much more frustrating. MAG has a great interface for this.
An advanced calibration screen would be nice as well, if it incorporated the deadzone adjustments. The move controller is very laborious to setup for a game, so anything that helps streamline this process would be great. Deadzones tend to be set in game on the fly or after games complete. Basically a screen that allows us to get a feel for the deadzone settings. I haven't seen this in any of the games I've played.
Scoped in view is sticky, as is with other games, but deadzones should be adjustable for scoped and normal views separately. I tend to have smaller deadzones for normal play while considerably expanding it for zoomed in. Small movements in scoped view should rotate player view. Scoped view needs to focus in on cross hair placement. Right now it snaps to a center view and then I'm dead.
Push-to-chat is a nightmare right now. This needs to change for the Move if anyone wishes to communicate during battle. Should be voice activated and we should select the channel to broadcast (corp, all, private) with the select button.
---o And for the love of all things..... PLEASE remove that "draft saved" messaged from bouncing my screen in the forums. HORRIBLY annoying!!!
|
LivewireProblem
Villore Sec Ops Gallente Federation
5
|
Posted - 2012.09.09 22:19:00 -
[19] - Quote
Metroid Prime 3 and The Conduit, both on the Wii
The two best pointer controlled games i've played, Combine the control methods of these two games with the gyro/magneto sensors in the move to turn the camera and you will have gotten close to perfect :)
Also the control customisation options in The Conduit are second to none. |
madd mudd
41
|
Posted - 2012.09.10 06:20:00 -
[20] - Quote
I really wanted to play the conduit but ended up playing more on the ps3 about the time that game came out...
Anyways I still have yet to see a shooter implement the move controller really well... |
|
Am Baalo
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2012.09.10 07:49:00 -
[21] - Quote
As many others here, I've got my move+sharpshooter solely for Dust514, and actually I quite like it (I haven't played anything else with it though yet). No calibration problems too.
The only immense problem I have is that zoom/LDS mode of pretty much all firearms is generally useless with move: it's too sticky and too innacurate. Instead of just pointing where crosshair should be, it takes lots of movement to get camera rotating and for me it is very far from being accurate. |
vV1RLVv1ND
0
|
Posted - 2012.09.11 03:43:00 -
[22] - Quote
madd mudd wrote:The NAV stick needs to turn! it is very annoying I've find in all Move shooters I've played online to try and turn quickly using the move controller... It would be a much more enjoyable experience to be able to turn and move forward/backard with the NAV stick as the move controller should be primarily used for aiming not turning...
I strongly disagree. . .
I LOVE the way the move controller turns the view, and the nav stick strafes.
if you need to snap turn using a move controller, then go into configurations, and make the neutral box the smallest size possible, and turn the sensitivity way up [like to 80+]. that's what I did, and turning with the move controller is now fantastic!
BUT. . .
aiming while zoomed in scope view with a move controller is VERY problematic, this needs fixing ASAP.
I tried every type of gun I could, and the zoom view with move controller on all of them is either BROKEN, or unusable. The best I could figure out, one of the sniper rifles actually had a nice working zoom view left to right with the move controller. . . but up and down lol, the scope would only jump in increments of like the entire height of the screen,. . .
so CCP please fix this--> it is IMPOSSIBLE to aim at anything through the scope with a move controller! (and I really really want to:)
|
madd mudd
41
|
Posted - 2012.09.11 04:00:00 -
[23] - Quote
vV1RLVv1ND wrote:madd mudd wrote:The NAV stick needs to turn! it is very annoying I've find in all Move shooters I've played online to try and turn quickly using the move controller... It would be a much more enjoyable experience to be able to turn and move forward/backard with the NAV stick as the move controller should be primarily used for aiming not turning... I strongly disagree. . . I LOVE the way the move controller turns the view, and the nav stick strafes. if you need to snap turn using a move controller, then go into configurations, and make the neutral box the smallest size possible, and turn the sensitivity way up [like to 80+]. that's what I did, and turning with the move controller is now fantastic! BUT. . . aiming while zoomed in scope view with a move controller is VERY problematic, this needs fixing ASAP. I tried every type of gun I could, and the zoom view with move controller on all of them is either BROKEN, or unusable. The best I could figure out, one of the sniper rifles actually had a nice working zoom view left to right with the move controller. . . but up and down lol, the scope would only jump in increments of like the entire height of the screen,. . . so CCP please fix this--> it is IMPOSSIBLE to aim at anything through the scope with a move controller! (and I really really want to:)
perhaps it should be an option then... personally I don't really like turning with the move controller as I want maximum aiming area on screen... turning the box too small makes it very annoying with how sensitive the move tracking is in fps games |
vV1RLVv1ND
0
|
Posted - 2012.09.11 04:13:00 -
[24] - Quote
. . . oh and I should also mention:
I too purchased a move+sharpshooter only for playing Dust514, and that is the ONLY way I will play it. In fact, I didn''t have a ps3 before, I went out and bought the whole thing, ps3, move setup, rechargers, etc. just so that I could use the sharpshooter accessory:)
So. . . FEATURE REQUEST:
Could Dust514 have a custom controller configuration SPECIFICALLY created for the "move-sharpshooter"? - at the moment you can choose between a couple controller options like typeA, typeB, which don't seem to offer much advantage either way. - but the sharpshooter has other buttons on it made specifically for games like this-- like the reload button on the bottom of the magazine. I would LOVE to be able to reload by slapping the bottom of the mag well [even though it is slower then pressing the [] button, I don't care lol:) I'd rather have fun playing then reload by clicking a faster but 'magic' button. - the sharpshooter also has a shotgun style pump action, why not have that work in some way with the in game shotgun or reload the larger anti-tank weapons? That would be awesome! - same goes for the single shot/burst/full auto select fire switch on the side of the sharpshooter. That could be implemented into the game guns.
Anyways, despite the Dust514 move-implementation being a bit rough around the edges, I still thoroughly enjoy using the sharpshooter while playing, and look forward to further improvements.
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.11 04:38:00 -
[25] - Quote
vV1RLVv1ND wrote:. . . oh and I should also mention:
I too purchased a move+sharpshooter only for playing Dust514, and that is the ONLY way I will play it. In fact, I didn''t have a ps3 before, I went out and bought the whole thing, ps3, move setup, rechargers, etc. just so that I could use the sharpshooter accessory:)
So. . . FEATURE REQUEST:
Could Dust514 have a custom controller configuration SPECIFICALLY created for the "move-sharpshooter"? - at the moment you can choose between a couple controller options like typeA, typeB, which don't seem to offer much advantage either way. - but the sharpshooter has other buttons on it made specifically for games like this-- like the reload button on the bottom of the magazine. I would LOVE to be able to reload by slapping the bottom of the mag well [even though it is slower then pressing the [] button, I don't care lol:) I'd rather have fun playing then reload by clicking a faster but 'magic' button. - the sharpshooter also has a shotgun style pump action, why not have that work in some way with the in game shotgun or reload the larger anti-tank weapons? That would be awesome! - same goes for the single shot/burst/full auto select fire switch on the side of the sharpshooter. That could be implemented into the game guns.
Anyways, despite the Dust514 move-implementation being a bit rough around the edges, I still thoroughly enjoy using the sharpshooter while playing, and look forward to further improvements.
Heck, I plan to do the shooting gameplay with the Move as well once the controls are improved. One of my favorite first person games I've ever played was Metroid Prime 3: Corruption due solely to its outstanding implementation of motion controller aiming. Many games have tried to replicate that experience, and so far I haven't found one that's really nailed that level of precision and function. I'm hoping Dust will live up to that standard. |
madd mudd
41
|
Posted - 2012.09.11 05:00:00 -
[26] - Quote
I'm not sure what it is exactly but when I played an FPS on the Wii ages ago I did really well, maybe because of the IR sensor versus move+camera but I'd really like to customize my controlls fully for the Move controller... I still haven't tried it yet on this game but I'll make it a point to do so soon to give more specific feedback on it. |
Am Baalo
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2012.09.12 04:07:00 -
[27] - Quote
vV1RLVv1ND wrote:. . . oh and I should also mention:
but the sharpshooter has other buttons on it made specifically for games like this-- like the reload button on the bottom of the magazine. I would LOVE to be able to reload by slapping the bottom of the mag well [even though it is slower then pressing the [] button, I don't care lol:) I'd rather have fun playing then reload by clicking a faster but 'magic' button. - the sharpshooter also has a shotgun style pump action, why not have that work in some way with the in game shotgun or reload the larger anti-tank weapons? That would be awesome! -
Umm, reload button on the bottom of sharpshooter actually does reload, at least for me. Although I would much prefer pump action thingie to do reloading, right now it's entirely useless. Alternatively, pump action is a nice place to put melee shortcut as meleeing with sharpshooter right now is, well, not happening really. |
G Torq
ALTA B2O
88
|
Posted - 2012.09.12 12:10:00 -
[28] - Quote
Am Baalo wrote:vV1RLVv1ND wrote:. . . oh and I should also mention:
but the sharpshooter has other buttons on it made specifically for games like this-- like the reload button on the bottom of the magazine. I would LOVE to be able to reload by slapping the bottom of the mag well [even though it is slower then pressing the [] button, I don't care lol:) I'd rather have fun playing then reload by clicking a faster but 'magic' button. - the sharpshooter also has a shotgun style pump action, why not have that work in some way with the in game shotgun or reload the larger anti-tank weapons? That would be awesome! -
Umm, reload button on the bottom of sharpshooter actually does reload, at least for me. Although I would much prefer pump action thingie to do reloading, right now it's entirely useless. Alternatively, pump action is a nice place to put melee shortcut as meleeing with sharpshooter right now is, well, not happening really.
Pump-action is linked to the T-button, as is the trigger it seems. Kinda unfortunate, since I'd much prefer the pump-action to perform a secondary attack (Dust doesn't have secondary attacks - also unfortunate).
To melee (at least in other move-shooters), jab your sharpshooter forward, as to poke someone with an imaginary bayonet. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |