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Thread Statistics | Show CCP posts - 5 post(s) |
Garrett Blacknova
Codex Troopers
2926
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Posted - 2013.05.11 10:01:00 -
[1] - Quote
Copy-paste for anyone still complaining about turn speed cap:
The nature of the sixaxis controller is such that it's impossible to exceed certain reasonable speed restrictions without significant loss of precision.
The nature of the way a mouse works allows for near-instant turning as well as pinpoint precision.
A skilled mouse user with no turn speed limit will be able to negate the advantage of another player sneaking up on them. No matter how skilled a player with a sixaxis controller is, they can never achieve the same thing.
Speed cap is a necessity for the control schemes to be at least moderately balanced. |
Garrett Blacknova
Codex Troopers
2932
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Posted - 2013.05.11 11:47:00 -
[2] - Quote
Rei Shepard wrote:Quote:Speed cap is a necessity for the control schemes to be at least moderately balanced. Then they failed to deliver that part as i can still do a 360 in an instant, i just dont have any control over my aiming. That's because they've nerfed the controls - thus breaking the balance in favour of SIxaxis aim - instead of simply capping the turn speed like they should have been doing all along.
Proper mouse aim, with a HARD limit to turn speed. Let people spin the mouse and do whatever they want, but make sure they never turn faster than the Sixaxis controller is capable of. You get all the precision and sensitiviy options of competent mouse control, but without the ability to ignore the restrictions inherent in a console shooter.
That's what I've been looking for all along. |
Garrett Blacknova
Codex Troopers
3018
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Posted - 2013.05.16 05:01:00 -
[3] - Quote
I've had one key complaint about Sixaxis aim that, as of the release of Uprising, was still unsolved.
-Lack of aim scaling. Since the official release on the 14th, THIS HAS BEEN FIXED.
Unfortunately, they also added another problem to contend with which at least partly negates this solution.
-Acceleration. This is great for some people, but not for everyone, and it NEEDS to be something we can TURN OFF. |
Garrett Blacknova
Codex Troopers
3147
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Posted - 2013.05.30 13:32:00 -
[4] - Quote
So controls are still a problem.
Forced acceleration is still a problem.
Mouse aim in particular is still a mess.
And I still want to know why I don't get the option to set my HAV controls to R2/L2 Accelerate/Brake. |
Garrett Blacknova
Codex Troopers
3160
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Posted - 2013.05.31 10:02:00 -
[5] - Quote
Parson Atreides wrote:Aiming still isn't great for DS3. It still doesn't feel right, and I've seen gameplay footage of people I know are using DS3 who clearly do not have the same inconsistent and jerky aiming in CQC that I have.
I'm running at 10/0 X/Y right now because anything higher is too hard to manage without having my reticle jerk all over the place in CQC when I make even slight adjustments. I'm even considering going to 0/0. Try toggling between aim assist on and off?
I hate having to use aim assist to be capable of controlling my character in CQC, but it's the only option for me, and I mostly run a Shotgun, so aim assist is on even though I'd really, REALLY love to turn it off without it ruining the game. |
Garrett Blacknova
Codex Troopers
3387
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Posted - 2013.08.31 00:32:00 -
[6] - Quote
Custom controls are an absolute must.
This means keyboard/mouse AND Sixaxis AND PSMove controller remapping. It's particularly important for KB/M, but every controller should have this as an option.
Aim assist is still annoying, but turning it off still breaks CQC for me with my sixaxis.
The announced plan to remove turn speed limit on mouse control is a terrible idea and needs to be scrapped. Without that turn speed cap, KB/M will have a game-breaking advantage. |
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