Disturbingly Bored
Universal Allies Inc.
236
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Posted - 2013.06.01 00:32:00 -
[1] - Quote
P Nasty wrote:While I'm getting used to it, its been an uphill battle. Even at max sensitivity your avatar seems to turn like he weighs 900 lbs underwater, HOWEVER when trying to keep on a target its like every adjustment is too much in any direction. ADS is completely wrong, with terrain altering weapon placement on screen but not your targetting (I think?). Movement in ADS is even more sluggish, even with a mouse, so once your target moves you have to deal with the overcompinsation, the slow movement, and a moving target. ive had more luck hipfiring. Not to mention the options menu has aim assist listened in it yet I have not been able to track down what aim assist is actually DOING. In any console FPS you will notice a minor tracking for a moment to help you acquire a target. It let's you notice hostiles you dont see right away or tracks a mock g target across your view. In Dust, it feels like old PC FPS' in that there's nothing. You do all the work. Which is painful on a controller and more painful in a game where its so absurdly hard to stay on target .
I can try to be clearer if need be; the mechanics in place are difficult but not in a gameplay "you need to learn guns and recoil and distance drop and blah blah" say....just difficult in a "this system sucks" way.
And while we're at it can we get a visual indicator of what counts as out of range for your weapon? I got a good laugh earlier as I flanked an enemy position and found two guys near dead with no shields and I emptied my clip at them before going "my god they are so close to me but this stupid cheap gun literally can't reach that far". I know why there's range limits but communicate it to the player! Its the future for god's sake, if you can have inter galactic space travel you can have a distance calculator on a HUD!
Pretty excellent description of aiming in DUST. +1
Playing DUST too much actually screws up my aiming in other games.
I hope I can explain this right myself, but I feel like the "smooth control" area of stick movement needs a wider field. Your view should swing quickly if you thrust the stick all the way in a direction, but the middle fine-tuning area of stick control is a bit too jerky to allow for fine corrections.
I feel like the average KB/M player has quite an edge in fine aim adjustment over DS3 players. Having the majority of the aiming stick devoted to fine adjustment and having it graduate to fast movement at the far edges of the stick would do it for me.
ED: Put in a different way, there should be a better gradual "sensitivity curve" of stick control, rather than blanket whole-stick sensitivity settings. |