Garrett Blacknova wrote:I'm just going back through the patch notes to check, and they didn't mention the addition of turn acceleration. They mentioned retuned sensitivity, and that's great to have, along with actually-variable sensitivty. But they didn't mention acceleration, and they added it, and it's a bad thing when it isn't optional. They also didn't mention OR IMPLEMENT what many people asked for - proper variation in sensitivity based on the angle you tilt the stick. The sensitivity options for sixaxis controls SHOULD be as follows:
X sensitivity: 0 - 100
Y sensitivity: 0 - 100
X acceleration: 0 - 100
Y acceleration: 0 - 100
X scaling: 0 - 100
Y scaling: 0 - 100
Aim Assist: On/Off
Sensitivity is the only thing we get to control right now. It basically sets your max turn rate.
Acceleration means that as you keep turning, your turn rate increases. You start off slower, and the longer you keep turning, the faster you get. Some players are comfortable with this, others find it painfully awkward. It's particularly bad for CQC players who need a consistent balance between precision control and turn speed. At 100, this should be how DUST handles right now.
Scaling is how much variation you get based on how far you tilt the right stick. With acceleration in place, it's hard to test this, and with a reduced deadzone it may have changed from the previous build. I'm inclined to guess that we're probably still running with scaling of onl about 10% variation from a hard turn to barely moving the stick, which I'd list on these controls as being a value of 10.
At the moment, Aim Assist isn't an option. There'a an option for it, but if you're ever going to be less than 5m from an enemy for any reason, you WILL need it turned on. Even at sensitivity 0, turn speed breaks when there's an enemy close and you have Aim Assist turned off. It literally throws your aim almost 90 degrees with the slightest touch. Calling the option "unplayable" isn't an exaggeration, it's a simple fact. If you're not fighting in close quarters, you probably won't notice much of a difference between Aim Assist being on or off. It's so subtle as to be barely there. This says Aim Assist isn't working as intended, and that there's something weird happening to sensitivity or acceleration when it's turned off. If they're going to have Aim Assist, they need to not only make sure it works, but also that the controls work when it's turned off.
Fixing this properly is unlikely to be possible in a hotfix, since it requires a significant rework of how everything handles. The same is probably true for the mouse control, because one of the core issues is that acceleration has been applied to mouse aiming as well. CCP have, since I first showed up in the beta, had a running inability to keep the separate control schemes actually separate. There's no valid reason why, but all the control options seem to interact on each other's settings in various ways, and this has happened since I first picked it up. If they haven't made each control option function independently, that's a HUGE problem and will probably take a major rebuild of the entire game to resolve, and rebuilding everything is likely to be the only way to actually make the game work competently.