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Garrett Blacknova
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Posted - 2013.05.14 16:38:00 -
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Old controls were broken.
New controls are more broken in very different ways, but have fixed many of the old problems.
Need OPTION TO DISABLE acceleration. Need NO ACCELERATION ON MOUSE. Seriously, how was that even a thing? Need custom controller mapping rather than being limited to presets. Need option for R2/L2 Accelerate/Brake on tanks as well as LAVs. Kind of surprised this one didn't happen already. Need people to HTFU and realise that turn speed limits are there for multiple valid reasons and not going away. |
Garrett Blacknova
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2966
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Posted - 2013.05.14 17:39:00 -
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Sgt Buttscratch wrote:I think 90% problem with the aiming is YOU. I'm doing fine with sniper/ar/shotty/smg/pistol.
Took me about 15mins of testing to get the X/Y sensitivity to my sweet spot, then game on. I've found the closest thing this game has to a sweet spot for me, and unfortunately, to make it work I have to turn aim assist on otherwise it throws my controls into uncontrollable overdrive as soon as I reach the range where I actually need my aim to be precise because [still waiting on CCP to figure out why], so other than the fact that I'm FORCED TO USE AIM ASSIST, the controls aren't too bad.
I can work around the aim acceleration - it isn't ideal, because when I hold the stick steady on a slight angle, that's because I want to track a slow-moving target, NOT because I want my turn speed to gradually ramp up until I'm spinning at full speed. |
Garrett Blacknova
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2969
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Posted - 2013.05.15 04:45:00 -
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Indy Strizer wrote:I use the DS3.
I agree, we should just revert to chromosome's aiming, it was great.
If i move the right analog stick a little to adjust my aim, it moves too much. I end up having to correct my own aim constantly instead of well... aiming.... I use standard gear so every shot counts for me. Anyways, yanking the right analog stick left and right constantly in such a frantic, yet precise way tenses and hurts my wrist after a while, Ihis is just annoying, I'm not going to play this anymore, simply not worth the carpel tunnel honestly. I use the Sixaxis controller (and I say "Sixaxis" because one of my controllers is old enough that it doesn't do Dualshock) as well.
In Chromosome, we had almost no aim scaling. We also had no aim acceleration. We also had a too-large deadzone even when turned down on the PSMove settings. It was better in some ways, but worse in others.
In Chromosome, if you turned the sensitivity up, tilting the stick only a little either produced no movement or too much for fine aim. If you turned the sensitivity down, you were stuck with reduced turn speed. In Uprising, on release, you were stuck with a small tilt producing almost the full movement speed, but after the fix, this has been improved and you can use fine aim while also having high controller sensitivity. Unfortunately, the scaling ruins it, because if you keep the stick tilted a small way for an extended period, like you would when trying to track a slow-moving target, you instead have your turn speed gradually ramp up the longer you keep going. I'm still not comfortable with aim acceleration, and I still want the ability to turn it off, because of exactly this kind of scenario.
Also, in the early days of Chromosome, whether you had Aim Assist turned on or off, it randomly either did nothing or was glitchy and horrible, then they patched it so it kind of worked. I turned it off and left it off, because I don't like Aim Assist. In Uprising, if I turn Aim Assist off, then get within Shotgun range (about 5m) of an enemy, my controller sensitivity leaps to something like 200 and also undoes the improvements to aim scaling so just touching the right stick spins me almost 90 degrees before I can stop turning. Outside of CQC, it works fine, but I mostly run short-range weapons and spend a lot of time in close, so this is game-breaking for me. I don't like, or want, Aim Assist, but I'm forced to use it just to have a semblance of control in my preferred range bracket. |
Garrett Blacknova
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2969
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Posted - 2013.05.15 04:47:00 -
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And another point (yes, separate enough to deserve its own post), what's with all the people NOW arguing that Chromosome was "great" when there were consistent threads about the controls being terrible for the entire build?
No, Chromosome's controls WERE NOT great, and yes, there WAS a huge need for improvements. The problem isn't that they should have stuck with what "worked" - because it didn't. The problem is that they made more mistakes than improvements. |
Garrett Blacknova
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2972
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Posted - 2013.05.15 06:39:00 -
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supersayinb wrote:Fair enough. Can we just compromise and have the hip fire reverted back to chromosome? I'm adjusting to the med/long range but anything in cqc is totally out of control. A better solution would be what I keep asking for already.
The option to disable acceleration and have only scaling on turn speed, and a fix for the bugs that destroy CQC.
Uprising's system - if acceleration is removed and the Aim Assist problems are fixed - is actually BETTER than we had in Chromosome. And on that bug, have you tried swapping between having Aim Assist on and off? It's horrible having to adjust to Aim Assist, but having it on can actually make CQC work if it's broken with it turned off. I want the ability to actually control my aim in CQC without Aim Assist being a requirement, but I've found that as a temporary measure, this helps a lot. |
Garrett Blacknova
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3019
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Posted - 2013.05.16 05:32:00 -
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Bling Blaine wrote:Sleeping dogs is frikin awesome, and free for plus members!!! I got it well before the PS+ deal (and I don't have +, so probably a good thing), and I can back this up - great game.
Borderlands 2 is pretty good - expensive to keep up with the updates for it, but at least you can play alongside people with DLC and not need it yourself - you get locked out of some areas, but you still see all the benefits of having a new character on your team. |
Garrett Blacknova
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Posted - 2013.05.16 06:05:00 -
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supersayinb wrote:Iron Wolf Saber wrote:VLIGHT5 wrote:CCP says they don't think there's anything wrong with aiming. Make of that what you will. They obviously know what they're talking about. Obviously you don't listen too well. CCP does know mouse aiming is fubared and they're currently bug hunting the one haunting the mouse users now. DS3 is mostly done-ish though probably a few more minor tweaks. DS3 is mostly done-ish? Can we get an option to turn off the acceleration? I second this question.
It's about the only problem left on that end. |
Garrett Blacknova
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3027
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Posted - 2013.05.16 06:45:00 -
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Himiko Kuronaga wrote:Iron Wolf Saber wrote:I fear for that option would require a new patch if needed I am afraid.
I'll poke to see if its something that can be considered in the future or if its part of the game design.
I am still readjusting from the constant changes and still haven't gotten my 'dancing' shoes back on yet because of the constant changes. CCP shouldn't be pushing anything onto us that we don't want, regardless of whether or not it is part of their "game design". You shouldn't let them force feed you that excuse because they love the sound of their own voices. If it's bad, you need to communicate that it's bad, regardless of their flawed vision. I can accept "we can't hotfix that" if they'll give us a faster turnaround on a patch, because this is a pretty huge concern, and for many people is game-breaking. |
Garrett Blacknova
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3065
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Posted - 2013.05.16 21:17:00 -
[9] - Quote
Sephirian Fair wrote:IMPAIRS YOUR ABILITY wrote:Sephirian Fair wrote:The DS3 aiming controls are still broken. I hope for the sake of this game that they don't truly believe they have "fixed" it.
The biggest issue is that there is too big of a deadzone when aiming with the DS3 right now. It either jerks or doesn't move at all. There's not precise, gentle movements anymore. Fix that and I'll be happy with the controls. I seriously hope they don't have to wait for another patch in order to fix it.
You can even test this. Go in-game and when ADS, start moving the stick slowly left or right. For a good few mm, despite the stick being tilted, the game doesn't register it. When you finally move the stick far enough, it registers a large, fast movement. The deadzone is ridiculous. Have you tried adjusting the deadzone to 0 or very low on the move settings? I felt similar issues and killed all of the move setting and it seemed to help, as to why one affects the other, no clue. O_o No, I hadn't. I'll give it a shot and even if it doesn't have an actual effect, maybe I can give myself a placebo effect. XD But whatever the problem is, they need to fix it soon. With Move deadzone turned to 0 in Chromosome, there was still enough of a deadzone to be problematic for me on the sixaxis.
With the same Move deadzone setting, my sixaxis feels like it has basically no deadzone. Pretty sure it'll help. It always did before. |
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