Udaeus Sol
Resheph Interstellar Strategy Gallente Federation
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Posted - 2013.05.20 03:05:00 -
[1] - Quote
While I understand the skill of accurately aiming is not the only factor in a players record, I would like to preface with the fact that I am an above average FPS player who gets above 2.0 K/D in games like Halo and CoD. This serves only to testify that in other FPS games, I can aim perfectly well. I understand there are plenty of players with a much better skill of aiming and I do not intend to brag about my skill. It is relevant to understand that, in Halo, I am capable of headshots every single shot. I have no desire for this game to become Halo-like in any way because I prefer this game. However, what is very apparent is that in Dust 514 my skill with a thumbstick is not applicable. I cannot for the life of me aim in this game, and I think I know why. I have seen plenty better players with seemingly flawless aim and therefore believe this problem surmountable yet still not desired. (This could be M+KB but in my experience M+KB is only marginally better in this game).
Basically what I'm trying to say is that aiming needs a freaking low gear. It is true that the aiming mechanics have a finer movement when the thumbstick is slightly inclined, but this fine movement takes up a very small part of the thumbsticks range of motion. So small that, in the heat of battle, I do not have the motor skills necessary to actuate these fine movements. While I do not possess the ego to blame the game for my failings, it does seem to me that this is unnecessarily restrictive. Correct me if I'm wrong but I've only noticed 2 speeds of which you can make finer movements. The next speed after that is a huge jump. This causes me to spend my time moving my retical from left to right of an enemy in hopes I can release the thumbstick quickly enough. And god help me if I can't strafe to stay accurate with an enemies horizontal movements (aim with my feet).
I'm not familiar with coding, but it seems to me that the aiming acceleration is not a function of the thumbstick input. Instead, it seems the thumbsticks input are cut into steps and a speed value is attributed to each step. If this isn't the case, which I honestly don't believe is, then the function which determines retical/aiming speed is something contrived like GêÜ(GêÜ(GêÜ(3x))) with 1 being the maximum movement value (I forget how to annotate larger index values on radicals :P). This is a ridiculous assumption, but that is exactly what it feels like. It doesn't feel at all like a straight linear function. Not that it needs to be. Since I'm not the expert here I'm not about to proclaim "I have the answers"... nor that I'm even correct. I love this game and how it plays, and I'll keep checking in just to see if this problem is fixed. But until then, I just can't bring myself to keep playing this game and perpetually frustrate myself with this issue.
Thoughts anyone? |