Currently the only way i have found to keep on target with specific components when circling an opponent is by tapping A and D softy. A far better method is enabling mouse to turn the mechs heading once the torso has turned to its full extent, this would be far more accurate, but is this even possible at the moment?
Does anyone have a better method other than using A and D to keep on target while your torso is turned to its full extent?
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Keeping On Target When Circling An Opponent. An Easy Way?
Started by Dead3ye, Apr 26 2013 11:20 PM
8 replies to this topic
#1
Posted 26 April 2013 - 11:20 PM
#2
Posted 26 April 2013 - 11:32 PM
Well, if you get pedals you can use them for analog turning (A/D turning is digital, you either are turning or you aren't, analog turning means you can change the rate of turn)
#3
Posted 26 April 2013 - 11:41 PM
Why not just give us an option for the mouse to turn the mech once you've turned the torso as much as you can. Pedals should not be a requirement when there are far easier and cheaper methods for players.
#4
Posted 27 April 2013 - 12:46 AM
Well you just have to tell urself you are not plaiyng a regular FPS where mouselook is also mouse turning. Just keep playing and you will find turning the mech with the keys will be second nature and you will learn to anticipate when to start turning just before the limits of the torso twist.
#5
Posted 27 April 2013 - 07:31 AM
RainbowToh, on 27 April 2013 - 12:46 AM, said:
Well you just have to tell urself you are not plaiyng a regular FPS where mouselook is also mouse turning. Just keep playing and you will find turning the mech with the keys will be second nature and you will learn to anticipate when to start turning just before the limits of the torso twist.
Thats not the point, no matter how good you get using A and D they're still digital outputs, someone who is good with analogue controls is far better. Giving an option for mouse movement to turn the mechs heading when you try to move it past the limit of torso twist is better than forcing players to buy pedals or some other form of analogue control.
#6
Posted 27 April 2013 - 08:35 AM
Dead3ye, on 26 April 2013 - 11:20 PM, said:
Does anyone have a better method other than using A and D to keep on target while your torso is turned to its full extent?
You are looking at the problem from the wrong angle.
You need to be thinking of ways to avoid locking yourself at 90 degrees rotation while you circle a target. In a Light Mech against an Assault Mech this tactic has mild success as the Circle of Death, but in a Light vs Light fight it's more of a Circle of Missing at best, and you're setting yourself up to lose.
Give yourself 30 to 45 degrees of torso-rotational freedom when you begin firing your weapons and you'll see your accuracy go way up. This will allow you to aim with your mouse and not your A and D keys.
Figuring out how to get into better positioning than your enemy is half the gameplay.
Edited by zwanglos, 27 April 2013 - 08:36 AM.
#7
Posted 27 April 2013 - 08:41 AM
Yeah if it helps make more of an oval instead of a traditional circle, it's what I do and it seems to make aiming a bit easier. Although there are probably smarter ways to do this.
#8
Posted 27 April 2013 - 08:57 AM
Dead3ye, on 27 April 2013 - 07:31 AM, said:
Thats not the point, no matter how good you get using A and D they're still digital outputs, someone who is good with analogue controls is far better. Giving an option for mouse movement to turn the mechs heading when you try to move it past the limit of torso twist is better than forcing players to buy pedals or some other form of analogue control.
The throttle, less throttle means you can stand on the a or d target with the mouse.
#9
Posted 27 April 2013 - 09:03 AM
As others have said - don't max torso twist. Thats where the problem is, not the jumpy way A/D cause your aim to fly off. Honestly analogue input on that wouldn't fix the issue, you'd still be much worse in a circle-off vs. someone that uses throttle levels to out-turn you.
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