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angelarch
Algintal Core Gallente Federation
93
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Posted - 2012.10.08 10:40:00 -
[1] - Quote
for the Sony-Move/sharpshooter controller: ================================= IMO the sniper** and assault rifle and LAVgunner scope views are working very well now since the last update [thank you!!!!]
But,
the sub-machine gun is still terrible in scope view, for me it sorta sticks once you go into scope view, then just zips to the side if you try to aim it around. Not sure if scope on SMG is purposely less effective than other weapons but at the moment it seems more broken than 'tuned'. The big defensive turrets [both guns, esp.missiles] are also less than optimal for aiming at anything when using Move.
[ **EDIT , IMO the sniper scope view moves around very nicely, but there may be a problem with how it zooms in initially-- i often have the feeling that I am aiming the gun at a far off target, then go into scope view, and the view centers on something else. . . not what I am currently pointing the gun at. Could you look into this? It is frustrating to have to move the cross-hairs around to get it back on target-- but at least the cross-hairs move nicely now. ]
Also,
when using Move on driving a LAV, there is some kind of . . . what feels like 'mouse acceleration' or something applied to the Move controller which makes it very strange to try to control where you are looking. - If you move your aim closer to the edge of screen, the turn speed dramatically accelerates and goes farther than you want. Which makes it even more difficult to drive than usual, with your camera barely in control and swinging left and right like crazy. - I need to take a closer look at the Move settings for vehicles now that I think of it, -- but my main suggestion is that the camera turn speed should match the camera turn speed of when you are dismounted, so that the driver does not get so disoriented.
thnx! |
angelarch
Algintal Core Gallente Federation
93
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Posted - 2012.10.10 09:22:00 -
[2] - Quote
to CCP -- i went back and checked the scope view on all weapons to compare them in their current state, here are my opinions on them [user settings might effect how well they operate, I am using the smallest deadzone possible and 80% sensitivity] :
Scope views with Move/Sharpshooter: ==============================
Assault rifle - perfect.
LAV gunner - perfect.
Sniper - passable > initial zoom seems not to center in on aim most of the time, it can be very disorienting when going into this mode initially. after zoomed in the scope works well. if it IS zooming into the actual aim-point, then pls add a dot or something in regular aim mode so the player can tell where it is going to zoom in towards; the guessing where it is going to zoom in is terrible, and causes missed shot opportunities.
SMG - bad. seems to ignore the Move deadzone setting, PLUS the huge fake crosshairs pop up in the middle of the screen making you think that is where the gun is aiming when it is not, the gun will fire at the smaller hardly noticable aim-point. . . very disorienting to use. - a fix would be to get rid of the fake crosshairs AND fix the movement AND tilt the gun model to at least somewhat aim where your 'dot' is, as a visual clue to help you instinctively know where the shots will go. The SMG is a last resort CQB type weapon so any visual to aid in knowing where it is actually pointing would help greatly in the middle of a frantic firefight. Move players don't get a magic auto-aim afaik.
Forge - N/A [no scope mode]
Pistol - OK. would help for the gun to visually tilt to follow where your aim point is instead of being locked forward.
Heavy MG - passable. glitch in camera when going into and out of scope mode. the sudden pop in the camera is disorienting, but otherwise works well. would help for the gun to visually tilt to follow where your aim point is instead of being locked forward.
Swarm - passable. glitch in camera when going into and out of scope mode. the sudden pop in the camera is disorienting, but otherwise works well.
Shotgun - bad. maybe intentionally bad to balance with the other weapons? aim moves at drastically slower speed and will shoot "along the barrel" instead of at an aim-point which combined makes this mode useless. very different from the other handheld weapons and not useful at all. Fix would be at LEAST to make the movement faster, there is no physical reason for a shotgun to be slower to aim around when looking through a sight/down the barrel, it doesn't make sense. Especially in a frantic close range battle, or sudden shot opportunities you need to turn fast, not slow.
Laser - bad. possible bug. this gun in particular has a VERY distracting beam effect which comes straight out the barrel and obscures your view. . . but is NOT where the gun is shooting [with Move] so it is very confusing and misleading. The tiny dot is where the gun is actually shooting -- the beam needs to go where the aim point is. Net effect is that the player can't tell where the heck he is shooting! Once this is fixed, it will be good. tilt the gun barrel to also match the point of aim and it will be perfect.
Defensive turrets - bad. the scope view sticks straight forward, then jumps too far when turning in response to the move controller. The result is that you can't do any fine tuned aiming when in scope mode with the Move. Ironically, the regular view is perfect, it is more accurate to use regular view then the scope view.
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Stinker Butt
Kang Lo Directorate Gallente Federation
103
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Posted - 2012.10.14 11:54:00 -
[3] - Quote
Nice post. I agree completely.
I also think that hit detection may be low when zoomed in with the assault rifle. Shots that I know I can make with the mouse and kb just miss or do very little damage when using the move. Up close seems fine, but medium to far distance is bad. I gave up the move for now because of it.
What's your experience with this? |
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