Posted 03 June 2012 - 11:47 AM
For those proposing to aim via joystick, I feel that a little bit of education is in order.
Joystick is an ABSOLUTE input method, mouse is RELATIVE.
What does this mean?
When a joystick sends information to the computer, it is saying something like "x = 10, y = 100". (As in x is at 10 units above 0 and y is at 100 units above 0).
When a mouse sends information to the computer, it is saying something like "x = +10, y = +100" (As in x is 10 more than last time, y is 100 more than last time)
Standard FPS games' aiming is a relative axis (You could turn endlessly to the left) whereas MWO's torso twist is an absolute axis (You can only twist left so much).
Now you might be saying "Oh great, torso twist is absolute, the axis is absolute - it's all gravy" but you would be wrong. This would mean that if the torso is twisted (And thus the joystick is off-center) and you are aiming at a target, you need to keep holding the joystick at exactly the angle it is at to maintain that aim. If you let the stick go back to center, you look forwards instead. Holding a stick at exactly the same position is not easy unless the stick has a huge "throw" (The taller a stick is and thus the distance the top of the stick moves in real world terms. A joypad stick has a tiny throw, a flight stick has a large throw) - also an unsprung stick will be easy to hold at the same position, a sprung stick will not.
So therefore you end up having to map the absolute axis of a joystick in a relative manner - ie neutral stick means no change, stick left means twist left, if you hold the stick left it keeps twisting left.
This is where the problem creeps in - on a stick, if you are tracking a target moving from left to right, you are holding the stick right. If that target suddenly starts moving in the opposite direction, you have to move the stick past neutral to the left. The larger the throw of the stick, the longer real world distance your hand has to move to go from right deflection to left deflection.
This is why a stick cannot compare to a mouse for aiming - in the same situation with a mouse, the second the target switches direction, you simply stop moving the mouse in that direction (Much quicker than centering a stick) and start moving in the opposite direction.
This is also the reason that you do not see FPS games where PC and console players are on the same servers - it is perfectly technically possible, but the console players get WTFPwned by the PC (mouse) players, so they have to be segregated.
The ideal control setup for a mech would be a stick in the off hand controlling turning and acceleration (ideally with the y axis unsprung) and a mouse in the main hand for aiming.
To answer the question about looking in a direction other than that which you are facing - obviously your ideal solution would be either triple monitor, head tracking, or both.
Seeing as head tracking is considerably cheaper to obtain than buying two more monitors and potentially a video card (Less than the cost of the game for a cheapo webcam, FaceTrackNoIR as the software) it is clearly the best option. Let's just hope that head tracking makes it into the game.