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angelarch
Algintal Core Gallente Federation
93
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Posted - 2012.10.02 11:28:00 -
[1] - Quote
Most players using the MOVE with DUST514 will probably use a gun adapter since DUST is a shooter. But the current MOVE configs are made for folks NOT using a gun adapter, as if it were a tennis game. . . this really doesn't make any sense.
for instance, both config A and B assign 'jump' to buttons which cannot be used while running with a gun adapter like the sony-Sharpshooter. The left hand cannot access the 'x' or 'o' while using the thumb-stick, and the right hand won't even be holding the motion controller so that option is right out.
also the grenade throw and zoom are backwards, they need their buttons to be swapped, but there is no way to do that currently.
solutions : ======== a) make a config setting specifically for the sony-sharpshooter. If this, then PLEASE examine Killzone3 as an example of how MOVE button mapping should be laid out for a shooter with a gun controller.
b) *best solution* make a custom config that allows the player to set the buttons themselves! <-- please do this. |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.10.03 09:38:00 -
[2] - Quote
angelarch wrote:Most players using the MOVE with DUST514 will probably use a gun adapter since DUST is a shooter. But the current MOVE configs are made for folks NOT using a gun adapter, as if it were a tennis game. . . this really doesn't make any sense.
for instance, both config A and B assign 'jump' to buttons which cannot be used while running with a gun adapter like the sony-Sharpshooter. The left hand cannot access the 'x' or 'o' while using the thumb-stick, and the right hand won't even be holding the motion controller so that option is right out.
also the grenade throw and zoom are backwards, they need their buttons to be swapped, but there is no way to do that currently.
solutions : ======== a) make a config setting specifically for the sony-sharpshooter. If this, then PLEASE examine Killzone3 as an example of how MOVE button mapping should be laid out for a shooter with a gun controller.
b) *best solution* make a custom config that allows the player to set the buttons themselves! <-- please do this.
This, a million times this!! |
BestNameEva
Royal Uhlans Amarr Empire
86
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Posted - 2012.10.03 11:25:00 -
[3] - Quote
id rather sit back with the move resting on my leg, but sharpshooter options cant hurt |
Flame Highsea
Doomheim
28
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Posted - 2012.10.03 11:28:00 -
[4] - Quote
Dead zones still feel much too large/wide with value zero :/ |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.10.03 11:40:00 -
[5] - Quote
BestNameEva wrote:id rather sit back with the move resting on my leg, but sharpshooter options cant hurt
I have (rather sadly!) set up my sharpshooter on a camera tripod, clearly a minmatar design rip-off as it is attached with masking tape!! lol, makes a massive difference for comfort and a steady base for aim, works very well
Very much agree with you flame, deadzone should be reduceable to zero, must be so easy to implement |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.10.05 20:57:00 -
[6] - Quote
ok, thought I'd add some more points now I've had a chance to get some gametime in using the move and sharpshooter
Generally the whole Move experience feels much improved, feels smoother and more under control when turning and aiming, could do with some increase in turn speed but maybe that's to keep it in line with DS3 and KB/M.
At the moment I have two major gripes and a minor one. Zoom mode still has big problems, it has been improved and made useable since last build so that's good news but unfortunately there is still a sizeable deadzone in this mode that makes it much more difficult to use than it should be. I can't believe it's not relatively simple to give an option to reduce the deadzone here to nothing but if I'm wrong and it's a tricky process then I definitely think it is a must to help complete this package.
As a minor but really annoying issue, spawning is really starting to tick me off! No matter what position I hold my move controller in, when I spawn I'm either staring at the floor or directly up at the sky and with the slow vertical movement speed I am often in trouble or dead before I even get my bearings and get my vision on an even keel. Surely aautomatically being centred for a spawn is a possibility for move users?
Next issue, and it's a pretty major one and ties in with the need for full button mapping customization. I have found it virtually impossible to take the role of squad leader due to the impossibility of combining R2 with R3 while using move controls and in particular with sharpshooter, I had to use a DS3 controller that I had lying around, it's just basically unworkable.
If button mapping was available this issue could be resolved and this would also support sharpshooter as as buttons could be mapped on it as individuals prefer.
From reading through other posts, especially from KB/M users, button mapping would be welcomed from a good portion of Dust players and especially from Move players so please, top off a pretty good effort at improvement and bring button mapping to Dust
Cheers |
Darky Kuzarian
Royal Uhlans Amarr Empire
143
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Posted - 2012.10.05 21:54:00 -
[7] - Quote
i support this pretty please CCP look in to it |
angelarch
Algintal Core Gallente Federation
93
|
Posted - 2012.10.05 22:45:00 -
[8] - Quote
Booker DaFooker wrote:ok, . . .No matter what position I hold my move controller in, when I spawn I'm either staring at the floor or directly up at the sky and with the slow vertical movement speed I am often in trouble or dead before I even get my bearings and get my vision on an even keel. Surely aautomatically being centred for a spawn is a possibility for move users?
YES! -- this is also a huge problem, esp. when spawning into a contested waypoint to defend it. . . and spending the first crucial few seconds just trying to figure out which direction the gun is pointing just to see who/what is around you-- >>bang << you're dead from the attackers.
With a sharpshooter, even if I spawn in with the gun pointed directly at the middle of my screen, my character will appear facing straight up or down [random], and furthermore if I am inside a building all i see is a metal wall-- It can literally take four to five seconds of trial and error in different directions to figure out if i am looking at the floor or ceiling. . . then finally center the view if i am still alive.
solution: ======= if the move controller is being used --> the game should auto center the view when the character is spawning in and STAYS CENTERED VERTICALLY until the view fades in fully and hands off control to the player. Maybe let the player turn left and right in that crucial first second when the view is fading up, but definitely not spin up or down randomly and result in blinding the player. Maybe make the above an option in settings in case some players don't like it.
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Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.10.06 17:49:00 -
[9] - Quote
angelarch wrote:Booker DaFooker wrote:ok, . . .No matter what position I hold my move controller in, when I spawn I'm either staring at the floor or directly up at the sky and with the slow vertical movement speed I am often in trouble or dead before I even get my bearings and get my vision on an even keel. Surely aautomatically being centred for a spawn is a possibility for move users?
YES! -- this is also a huge problem, esp. when spawning into a contested waypoint to defend it. . . and spending the first crucial few seconds just trying to figure out which direction the gun is pointing just to see who/what is around you-- >>bang << you're dead from the attackers. With a sharpshooter, even if I spawn in with the gun pointed directly at the middle of my screen, my character will appear facing straight up or down [random], and furthermore if I am inside a building all i see is a metal wall-- It can literally take four to five seconds of trial and error in different directions to figure out if i am looking at the floor or ceiling. . . then finally center the view if i am still alive. solution: ======= if the move controller is being used --> the game should auto center the view when the character is spawning in and STAYS CENTERED VERTICALLY until the view fades in fully and hands off control to the player. Maybe let the player turn left and right in that crucial first second when the view is fading up, but definitely not spin up or down randomly and result in blinding the player. Maybe make the above an option in settings in case some players don't like it.
Well thank gawd its not just me! I was worried it was just me doing something wrong or just being plain stupid. Thanks for adding your input on what is a genuine issue for Move users |
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