Aeon Amadi
Mannar Focused Warfare Gallente Federation
1400
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Posted - 2013.05.28 11:35:00 -
[1] - Quote
CCP Wolfman wrote:Hi guys,
Awesome graph Sete! You are correct the input/speed is linear atm. We are currently testing different curves. At the end of last week we were using a curve very similar to the one you outlined (we have in the past as well). Unfortunately weGÇÖve not been very happy with the results. We saw a limited increase in low input sensitivity, as you would expect, but at higher input levels it became harder to judge how much input would deliver the speed you wanted when tracking a target. The benefit we have found with the linear GÇ£curveGÇ¥ is that its predictability when ramping up/down makes tracking speed changes easier to judge. Anyway, weGÇÖll let you know how it goes as we continue the work.
I agree with Sete that part of the GÇ£slipperyGÇ¥ issue may be building up unwanted turning speed. However right now I donGÇÖt think this is caused by the input curve. I believe it may partially be a result of a faster time to max rotation speed when the edge acceleration kicks in (which happens just before max input). This is something we are testing at the moment. We are also testing the different parts of the aim assist system to check for any hidden issues there. This does take a while which is why weGÇÖve not made an update yet.
Issues with performance related input lag and hit detection are also being investigated. These can have a really big impact on how the aiming feels so weGÇÖre looking at this from all angles.
CCP Wolfman
Now, are these tests you're performing conducted on a neutral platform separate of current in-game Dust mechanics or are you using the mechanics that we are using?
Allow me to elaborate.
Are you using the engine itself as your control? Certain suits turn slower than others and application of modules that increase mass (I.E Armor Plating) will affect the rotation speed considerably. A Heavy with a single complex armor plate turns slower than one that does not.
The reason I ask is because what may be a good system for say, a Caldari/Gallente Assault suit, may over-throw the usability of the Minmatar Scout suit by side-effect. It's a bit jarring. If I play the Gallente Assault suit for an entire week than go and try the Minmatar Scout (which I have done!) I suddenly find myself in a position where I can't aim at all because I'm over-compensating for the very fast aiming associated with lower suit mass.
For that matter, is there a system in place that dynamically alters the aiming based on mass or are their pre-set determinations on this? |