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Galactus v3
Zumari Force Projection Caldari State
5
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Posted - 2012.08.18 16:25:00 -
[1] - Quote
I use PS Move controllers to play. When using a weapon and zooming in (sniper mode) it is nearly impossible because the crosshair does not respond unless moving to extreme right/left. I'm recommending making zoom mode mechanics the same as normal mode, but with a more narrow view. Maybe even make device sensitivity higher in that mode.
But you should be able to target anything on the screen easily using PS Move both in and out of zoom mode. |
JonnyAugust
Pink Fluffy Bounty Hunterz RISE of LEGION
212
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Posted - 2012.08.18 16:27:00 -
[2] - Quote
Galactus v3 wrote:I use PS Move controllers to play. When using a weapon and zooming in (sniper mode) it is nearly impossible because the crosshair does not respond unless moving to extreme right/left. I'm recommending making zoom mode mechanics the same as normal mode, but with a more narrow view. Maybe even make device sensitivity higher in that mode.
But you should be able to target anything on the screen easily using PS Move both in and out of zoom mode.
Need a floating reticle and floating gun. This is like a skeleton of what move programming should be as of right now. Modal turn function too please. It's like they haven't even touched ADS with the move and sharpshooter in terms of programming yet |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.08.18 18:31:00 -
[3] - Quote
Both Move and Sixaxis controls have a MUCh larger deadzone than they should.
Had this problem in the previous build as well.
I haven't actually looked for this (yet) on mouse control, but I suspect it's a problem there too.
DEADZONE is the problem, and it's a problem across the board, not only for the Move. |
Kyy Seiska
Zumari Force Projection Caldari State
188
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Posted - 2012.08.18 19:45:00 -
[4] - Quote
Yeah move controllers ADS needs to be fixed for it to be any use for builds not focused in CQC weaponry (SMG and shotgun). For CQC move is amazing, even better than mouse due to the fact that you don't really need to even turn to shoot some players that come too close, just point at them and fill their brains with bullets.
Dust move controls also need The deadzone width could still be smaller tough, although the current one is way better than the one in last build. WA^999999y^999999 better.
Garrett Blacknova wrote:Both Move and Sixaxis controls have a MUCh larger deadzone than they should.
Had this problem in the previous build as well.
I haven't actually looked for this (yet) on mouse control, but I suspect it's a problem there too.
DEADZONE is the problem, and it's a problem across the board, not only for the Move.
Only for aiming tough, Ds3 left analog stick has a bad habit of loosing its default center and screwing up menu navigation in games that have close to no dead zone in movement. I have like 3 official controllers with this problem... |
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