

Unlock reticle aiming from torso twist
#41
Posted 17 November 2011 - 03:44 PM
#42
Posted 17 November 2011 - 04:04 PM
#43
Posted 17 November 2011 - 04:13 PM
Webclaw, on 17 November 2011 - 04:04 PM, said:
I have a game that does something like this Dark Star One the weapons follow the mouse and the ship turns that way as well.
#45
Posted 17 November 2011 - 05:10 PM
Webclaw, on 17 November 2011 - 04:04 PM, said:
This actually accomplishes everything very elegantly, without esoteric joystick assignments and makes stick and mouse play very similar. This also allows the potential for not just different torso speeds, but also arm tracking speeds should they want to go that far. Combined with the limited tracking speeds mentioned above I think that makes a simple, fair and immersive method. Good call on that idea.
#46
Posted 17 November 2011 - 06:14 PM
Amechwarrior, on 17 November 2011 - 03:30 PM, said:
For reasons why MW4 came out more "actiony" then previous games, you can thank this guy. Some of the things I hear come out of his mouth in that interview make me cringe. But that is a different issue then why the reticle was returned to a locked configuration. Sadly, sites like badkarma.net and the older versions of dropshipcommand.com are no longer available and I admit I still have not found a first person source stating the reasons for locked reticle. However, you can find a common theme in posts where forum users simply say "the devs said it was unfair to joysticks" like in the link I provided in my first post. They state it like it was common knowledge. This circumstantial evidence, combined with the documentary material provided above does not support your case.
As for "yes most of the old players like me prefer - MW3 targeting system , but some of the people who started with MW4 and prefer joystick for control system will be unhappy with free targeting system"
MW3 as "old players" lacks hindsight. It ignores the massive impact of MW2(a DOS release) and expansions that were released in a time when the mouse itself was a new gadget and complex joysticks ruled the field. Look at the MW2 instruction manual, it showcases the many types of joysticks available at the time. It was MW2 players who were the ones who felt miffed at MW3s floating reticle and that older core fanbase was the reason MW4 returned it.
For its time, it was the right move. We have the capabilities and know-how to let it return if that is what the MWO team wants. Please do not take this as a attack on you or your ideas, I was just addressing the factual claims in the post.
I don't want to enter in pointless discussion , but how long time take to develop console and why are hired that team and what are your plans for that console after that, also i never said that i begun with MW3 , but unlocking the reticle was step forward , locking it again was step back .
Edited by daneiel varna, 17 November 2011 - 06:15 PM.
#47
Posted 17 November 2011 - 08:41 PM
Eegxeta, on 17 November 2011 - 03:44 PM, said:
I love hard. Don't you? Don't you like difficult? I mean... what's the point of being good a checkers when you can be good at chess?
#48
Posted 17 November 2011 - 08:59 PM
#49
Posted 17 November 2011 - 10:37 PM
#50
Posted 18 November 2011 - 07:49 AM
Webclaw, on 17 November 2011 - 04:04 PM, said:
+1 on this, at least as an option. If there are optional control schemes to choose from, this one probably should be the default selection.

I can envision scenarios where the pilot might not want the torso to re-center, choosing to just use the available arm-mounted weapon(s) while keeping the torso facing in another direction... so it would be nice to have in-game selectable control modes (for the folks who are willing to utilize more complexity).
#51
Posted 18 November 2011 - 08:13 AM
So perhaps an option to use torso twist aiming or switch to more advanced aiming?
#52
Posted 18 November 2011 - 09:06 AM
#53
Posted 18 November 2011 - 12:39 PM
Webclaw, on 17 November 2011 - 04:04 PM, said:
Yes, this all the way.
The reticle for the torso mounted weapons should simply track (or trail) the mouse controlled reticle for the arm mounted weapons.
Additionally, the reticle for the arm mounted weapons should also allow the player to look around the cockpit.
Edited by chrisy05, 18 November 2011 - 12:42 PM.
#54
Posted 18 November 2011 - 01:40 PM
Regardless of input method arm and torso reticles have a fixed maximum traverse speed. Some 'mechs could be slightly faster then others and it limits the unbeatable speed and accuracy of the mouse in a way that makes sense from a "This is a giant war machine, not a ninja." viewpoint.
Possible Default Unlocked Reticle:
The torso reticle follows the arms reticle, which is what is being manipulated by joystick or mouse. This does not need to exclude separate controls for torso twist that could override the auto-follow. Torso weapons could also have some deadzone in the middle, very limited traverse so not every motion equals torso adjustment.
You could also assign a button to disable auto-follow, should you want to try and engage multiple targets. Middle mouse button does sound like a good choice.
No reason not to include a setting for MW4 style - "just one reticle, no extra arm movement other then hat swtich" if you do not want the added complexity.
Freelook - separate from how the torso follows the arm reticle - Some different ideas here. What should default be?
The MW3Demo/Metroid Prime method of limiting you to your front view, when the arm reticles reach the end, it torso twists you. More or less, your pilots head is always facing forward like previous games. This does keep both reticles on screen at the same time. But separates firing to the far left/right to a separate button. (hat switch, numbpad)
One option was letting the arm reticle look all the way around the cockpit, all the time. Total Freelook, like you are using the pilots head inside the cockpit. With this total freelook, If you kept the arm reticle on the right edge, your pilots head would turn and the arms would go with it. This might allow for more frequent off-sides shooting and adds seamless flow from far left to front, to far right arc. But it does add another layer of what happens with the left arm when it reaches its right side limit and weapon grouping becomes more complex.
I do not see why you could not incorporate all of these as options, other then "too much to test and balance, not worth the manhours." It would give those who want the added flexibility and complexity a potential advantage for mastering these skills. It also forces them to think differently about weapons groupings then someone who is just using a MW4 style setup. I do not think it gives a major advantage or disadvantage to K/M or joystick users. But it gives added potential for those who want to learn it. There are some issues with bits and pieces of these combined together or separated, total freelook the hardest of all. Anyone got examples of where these will not work?
#55
Posted 22 January 2012 - 02:11 PM
I have only played mw2 mw3, and freelook or floating is what makes it realistic to me
#56
Posted 22 January 2012 - 04:16 PM
buck rogers, on 31 October 2011 - 10:00 PM, said:
However, as I stated in another thread, I believe that because a Hunchbacks AC-20 is embedded in its torso, it should have to bring that weapon to bear on its enemies by torso twisting/pivoting/bending over. This is supported by canon artwork of the mech even.
---Buck.
You could have a fixed reticle for torso mounted weapons, and a floating one for arm mounted weapons.
That would be interesting...
#57
Posted 24 January 2012 - 07:56 PM
#58
Posted 24 January 2012 - 10:10 PM
How many buttons does the top 'o the line joystick come with anyway?
#60
Posted 05 February 2012 - 08:46 PM
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