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Torso Twist Overcompensation After Hotfix


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#1 UberStuka

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Posted 18 February 2015 - 06:00 PM

Just ran around in the testing ground after hotfix. Now it seems the torso twist overcompensates.

I look at a target - torso twist away - torso twist back to the target and it overshoots every time...

Edited by UberStuka, 18 February 2015 - 06:07 PM.


#2 Morpheousz

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Posted 18 February 2015 - 06:11 PM

Confirm, only while arms are "locked" so if you have it toggled, it only does it while the arms are locked to the torso, otherwise works fine.

#3 cSand

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Posted 18 February 2015 - 06:14 PM

Wait, so without armlock, it's OK?

With armlock on, you no-longer instantly converge?


Bug?


Or....

CONVERGENCE FIXED :lol:

Anyone else vote to leave it this way? :lol:

#4 Zensei

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Posted 18 February 2015 - 06:15 PM

View PostcSand, on 18 February 2015 - 06:14 PM, said:

Wait, so without armlock, it's OK?

With armlock on, you no-longer instantly converge?


Bug?


Or....

CONVERGENCE FIXED :lol:

Anyone else vote to leave it this way? :lol:


So is it a bug or a feature?

#5 cSand

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Posted 18 February 2015 - 06:16 PM

View PostZensei, on 18 February 2015 - 06:15 PM, said:


So is it a bug or a feature?


I was joking but... hey maybe they just stumbled on something here :lol:

Edited by cSand, 18 February 2015 - 06:16 PM.


#6 cSand

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Posted 18 February 2015 - 06:26 PM

Well, I'm tried to replicate what you guys are seeing but I'm not sure I see a difference. Mind you I didn't used to use arm lock much so maybe I just am not noticing, but it seems to be normal to me

I tried twisting with arm lock off, and with shift held down for it to be on. The only thing maybe, and I'm not sure if it's usual or not, but the "body" reticle seems to move off centre a bit more when you move around. But, I could also just be imagining that

#7 UberStuka

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Posted 18 February 2015 - 06:31 PM

there are no brakes on torso twisting anymore

twist away from target and back to the target and see where its stops

#8 Morpheousz

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Posted 18 February 2015 - 06:31 PM

as long as your arms are "locked" to the torso, and you look back and forth, you'll notice that it will twist your torso slightly more than it should, especially if you move your mouse at different speeds. With the arms "free" from the torso, everything seems fine.

#9 cSand

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Posted 18 February 2015 - 06:36 PM

So do you mean if you twist (armlock on), and then lift the mouse while twisting, your torso would decelerate rather than instant stop?

#10 Morpheousz

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Posted 18 February 2015 - 06:46 PM

i think its more like, mouse acceleration is on when armlock is on, the faster you move the mouse the further it tries to go when you stop; and off when armlock is off, no acceleration, and stops when you stop the mouse, hard to describe i guess. Thankfully i never play with my arms locked, so w/e

#11 Romules IIC

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Posted 18 February 2015 - 06:47 PM

i hit the f key and my mechs just starts spining lol

#12 El Bandito

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Posted 18 February 2015 - 08:29 PM

So it twists faster than before when armlock is on? Good. I always had trouble twisting with armlocked mechs, this is exactly what I need. :)

#13 Roadkill

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Posted 18 February 2015 - 09:44 PM

View PostcSand, on 18 February 2015 - 06:36 PM, said:

So do you mean if you twist (armlock on), and then lift the mouse while twisting, your torso would decelerate rather than instant stop?

Yeah that seems like a reasonable description of what's happening.

I play with armlock on by default and use shift when I need to decouple. So I'm very familiar with how far I need to move my mouse to target things while on the move. I just tried it out in Testing Grounds, and I overshot on basically every attempt.

The effect is worse the farther you twist. If you're trying to twist to spread damage, and doing so dramatically, you're going to overshoot when you twist back onto your target by several times the width of the target Mech. Or at least I did. I would twist away, then when twisting back I would automatically start correcting as the reticle flew past the target and sometimes then have to correct THAT correction as the reticle flew past the target again.

I'm sure I can adjust to it eventually, but at the moment it's very unsettling.

#14 Wrathful Scythe

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Posted 18 February 2015 - 09:59 PM

That explains why I had trouble to aim properly in most cases. Must have been pretty tired not to see this change. (Or I was to tired to aim properly)

Well, torso twist was obviously OP so it had to go. :D

Edited by Wrathful Scythe, 18 February 2015 - 09:59 PM.


#15 Troutmonkey

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Posted 18 February 2015 - 10:18 PM

This belong in patch feedback, not in general.

There you'll find PGI is already aware of the issue and should hopefully be rolling out a fix soon

http://mwomercs.com/...er-legs-glitch/

#16 BanditB17

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Posted 19 February 2015 - 07:18 AM

comfirmed. I thought I was nuts, but one of my teammates logged on and dropped and started complaining about the exact same issue. Unplayable for twitch play in assaults for dual gauss and anything that isn't lasers.

#17 Cyborne Elemental

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Posted 19 February 2015 - 07:25 AM

Try to use "align to Torso" when you're in a storm crow..

Its like instant Crazy Ivan..

Your aim and turning will crank all the way to the left, really disorienting.

And the over-compensating... you spin me round round baby right round like a record baby, right round round round.

#18 synabun

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Posted 19 February 2015 - 07:49 AM

I did notice instantly that i kept over twisting...I didn't even realize why...thought I was just drinking too much at the time. I'm sure I will get used to it though.

Edited by synabun, 19 February 2015 - 07:49 AM.


#19 Tarogato

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Posted 19 February 2015 - 10:13 AM

So is it just me, or is everybody simply complaining that torso twisting with armlock'd mechs is simply faster now and they can't deal with it? :blink:

The game isn't overshooting, you are.

Before the hotfix (i.e. ever since I can remember), torso twist rate while armlocked was slower then un-armlocked.

Since the hotfix, torso twist rate is the exact same whether you have armlock on or off.

I think it's a vast improvement.

_______________________________

Edit: Oh wait... I finally found it. It only overshoots if you twist really far really fast. It's not affecting small motions, only very large ones. Got it. Yeah, I can see how that would be irritating. Was using a Banshee when I realised it.

Edited by Tarogato, 19 February 2015 - 10:22 AM.






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