Could Unlocked Arm Targeting Be Done Differently?
#21
Posted 02 February 2015 - 03:35 PM
One of the main benefits of arm lock is forcing horizontal alignment of arm and torso weapons. What it also does, though, is limit vertical traverse, which can leave you terribly vulnerable to enemies at different elevations from your own.
Since mechs that don't have lower arm actuators naturally have horizontal alignment of arm and torso weapons, all you do is lose when you leave arm lock active on such a mech.
As for arm lock on a mech with lower arm actuators, it is an active disadvantage to have it engaged in most circumstances, most especially when a fight is mobile (which includes pilots twisting to spread incoming hits as well as actually moving to maximize positioning advantages). For those mechs, arm lock is, as others have said above, most useful when trying to maximize the impact of a particular volley, particularly with PPFLD loadouts that are mixed between arm and torso mounts (the Cataphract 3D, Victors, etc.).
Personally, I only run with arm lock off. It's a failing of mine that I don't take advantage of the toggle, though I flatter myself that I've learned well enough how to keep the two crosshairs aligned when it matters that it's not a meaningful disadvantage.
#22
Posted 02 February 2015 - 03:48 PM
Having free arm control without it dragging your torso was nice for shooting while on the run.
It gave you a much greater degree of accuracy when you weren't fighting the crosshair every time you pan around or were making a turn.
On the other side though, its fairly fluid with what we have now, and makes it easier to smoothly control your torso for spreading damage and shielding.
Maybe there should be a cone of say 10 degrees in the center that allows for free arm movement without turning the torso, and once you reach that 10 degree boundary, your torso will start to chase your crosshair as it does now.
There will always be the ARM lock feature that you can just hold down to line up both where your crosshair is pointed.
#23
Posted 02 February 2015 - 04:01 PM
currently the view is focused on the arms.. not torso. torso follows as fast as it can to reach the arms. (which is a very good double cursor aiming mechanic).
The real change needed here i think should be binding the advanced zoom pip to the arms instead of torso... so your shots goes to where you are pointing in pip instead of the point in 4x standard zoom.
I'm not sure what the OP is suggesting.
#24
Posted 02 February 2015 - 04:07 PM
#25
Posted 02 February 2015 - 04:09 PM
#26
Posted 02 February 2015 - 04:09 PM
I would be in love.
#27
Posted 02 February 2015 - 04:13 PM
Edited by Serpieri, 02 February 2015 - 04:14 PM.
#28
Posted 02 February 2015 - 04:55 PM
Navid A1, on 02 February 2015 - 04:01 PM, said:
currently the view is focused on the arms.. not torso. torso follows as fast as it can to reach the arms. (which is a very good double cursor aiming mechanic).
The real change needed here i think should be binding the advanced zoom pip to the arms instead of torso... so your shots goes to where you are pointing in pip instead of the point in 4x standard zoom.
I'm not sure what the OP is suggesting.
The arm cross moves across the screen, your view stays centered on the center torso cross hair. The torso and it's view follows the arm reticle, but your view is always centered on the center cockpit screen.
My idea would pan our view across the cockpit screen with the arm reticle always center in our view...and with the torso reticle trailing behind, off center until it converges/meets up with the arm reticle aim point.
#29
Posted 02 February 2015 - 05:12 PM
#30
Posted 02 February 2015 - 05:18 PM
#31
Posted 02 February 2015 - 05:27 PM
terrycloth, on 02 February 2015 - 05:12 PM, said:
That doesn't make any sense. If your view follows the arm reticle, then it can't be center on the torso cursor set the same time. There may be a small off set in the camera, but it is not following the arm reticle, otherwise the arm reticle would remain centered and you'd see a lot more of the cockpit side/peripheral screen...and the center cross hair and center cockpit screen would move in to center up on the arm reticle.
#32
Posted 02 February 2015 - 05:32 PM
MoonUnitBeta, on 02 February 2015 - 01:52 PM, said:
Completely different. MWO doesn't have true free look. For one, your pilot can't even look directly to the side (90 degree turn) much less look over his shoulder. This has always been one of my biggest pet peeves with MWO, how little you're able to actually twist your head. Also, your head is tethered to center position. Once you release the button, your view snaps back to center. Which isn't a reflection of how your neck works in reality at all.
Mechwarrior 3 had two different view settings, similar to the way MWO (now) has two different view settings. With the first setting, your view didn't move around, your reticle did. So your screen would stay where it was and you could move the reticle around the screen. The second setting kept the reticle in the center of your view at all times, and you could move your head around. In both settings, the reticle moved independently of the torso(unless you chose to keep the torso tied to the reticle, which was a separate button). You could move the legs, torso, and arms/point of view all at the same time, with each one going in different directions, and it felt completely natural.
So, in short, instead of "arm lock on/off" like we have in MWO, it was "pilot head lock on/off." With the head "locked," you could move the reticle around the screen, and with it "unlocked" the reticle was your viewpoint, but you had complete freedom of movement. Like in the more modern flight simulators. And really, it was pretty damn cool. Both functional and immersive. It was a huge part of why MW3 is the best Mechwarrior game in terms of making you feel like you are the PILOT of a huge war machine, instead of being the huge war machine yourself.
I should also point out that neither of these settings had a "tethered to center" feature. Your reticle or POV (depending on if your head was "unlocked" or "locked," respectively) would move so long as your mouse/joystick/keyboard told it to, and once you released that control input, it stayed where it was. So, more akin to the way the torso works in MWO than the arms do. More like a mouse pointer than a rubber band. Much more natural.
Also, the reticle controlled both torso and arm weapons. But, torso weapons had a much more narrow range at which they could be fired. And if you were looking far enough to the side, only your arm weapons on that side would be available. AND, depending on the 'mech, once you started moving your reticle to the side, your arm weapons on the opposite side would gray out (becoming unavailable for use) before your torso weapons did, because - !!! - they would have hit your own torso! Always thought that whole setup was pretty damn cool, and was seriously hoping MWO would implement it. What they have instead is, OK... But not nearly as cool, or adaptable, or immersive.
Edited by Bloodweaver, 02 February 2015 - 05:41 PM.
#33
Posted 02 February 2015 - 06:11 PM
#34
Posted 02 February 2015 - 09:12 PM
Having the view follow the arm would make moving difficult - no thanks.
#35
Posted 02 February 2015 - 10:12 PM
Anyway it could use a little TLC to make it feel better.
#36
Posted 02 February 2015 - 10:59 PM
CocoaJin, on 02 February 2015 - 04:55 PM, said:
My idea would pan our view across the cockpit screen with the arm reticle always center in our view...and with the torso reticle trailing behind, off center until it converges/meets up with the arm reticle aim point.
You mean something like this in normal mode (without holding a button):
instead of this:
... yup.. i agree with you.
#37
Posted 02 February 2015 - 11:19 PM
Edited by PitchBlackYeti, 02 February 2015 - 11:19 PM.
#38
Posted 02 February 2015 - 11:26 PM
PitchBlackYeti, on 02 February 2015 - 11:19 PM, said:
I had a different experience regarding arm lock... i find it very hard not to have horizontal arm movement... it reduces my accuracy by a great degree.
Also... when the view is centered om the torso reticle, it does not pull the arm reticle towards itself as far as i know .(unless you are holding a button to move your arms and view)
#39
Posted 02 February 2015 - 11:28 PM
#40
Posted 02 February 2015 - 11:37 PM
Navid A1, on 02 February 2015 - 11:26 PM, said:
Unless you're holding down ctrl to free-look the screen is always centered on the torso reticule. The torso movement is following the arms but thanks to the aforementioned feature it feels like the arms reticule is constantly being dragged back to the center and it's very annoying having to fight this pull 24/7. It results in very twitchy behaviour of the arms reticule. When running with arms unlocked I'd prefer to focus on arm mounted weapons and I'd like to have an option (toggle button preferably) to center the view on the arms, without disabling torso movement (ctrl).
Edited by PitchBlackYeti, 02 February 2015 - 11:38 PM.
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