Great post Udaeus.
This is from a previous thread on aiming(there have been so very many). The link to the original thread is at the bottom.
WHY AIMING GOT BORKEDOr my best guess, at any rate. And really, this is just about the DS3 although parts of it apply to the KB/M agrument also. This whole discussion assumes aim assist is off.
The fundamental critisism of aiming/control mechanics in Chromo was that the controller curve was not a curve but rather three flat lines pasted together(looking something like: \_/ ). The problem with this was that when you pushed right stick over too much aiming became twitchy at the transition from the deadzone to the sloped part of the controller curve. Adjusting deadzone width through the MOVE menu and the slope of the lines through the sensitivity setting in the controller menu helped a lot.
These adjustments made things bearable, and we all got used to it eventually. Problem was, the control mechanics were almost always mentioned in negative reviews of DUST. In Uprising, CCP has taken a serious swing at addressing those complaints. So although many forum warriors are crying out for a reversion to the old aiming/controller mechanics, that would be a bad idea. Uprising's mechanics need to be made to work, and work well. If that can't happen CCP will have to rewrite controller mechanics again.
But let's focus on Uprising's mechanics as they stand.
I believe the only real change CCP made was to add rotation acceleration for mercs. This adds realism but also is supposed to make fine adjustment a lot smoother, and when implemented correctly it does. If CCP got the physics right then the acceleration applies symetrically to speeding up and slowing down. Tbh i have not yet tested whether the deceleration is in effect and implemented properly, will tonight.
But the acceleration/deceleration is not the problem.
The problem is still the controller curve, and the reason most likely is that CCP did not change the curve in any significant way. It still has abrupt transitions, and is probably exactly what we had in Chromo. You can see this transition in your merc quarters or better yet out in the field. Just very slowly push the right thumbstick over and start to rotate - keep going and you'll eventually see the abrupt transition to a higher rotation speed. This is the problem. Because we're pushing the stick over slowly we know that the transition to higher speed rotation is not being caused by acceleration, but rather by the controller curve.
When you compound this abrupt control curve transition with the rotation acceleration, things become very hard to control and predict and presto! - 3 clip gunfights.
Original post:
https://forums.dust514.com/default.aspx?g=posts&m=782426#post782426