

Unlock reticle aiming from torso twist
#1
Posted 31 October 2011 - 09:55 PM
In past versions, the targeting reticle was by default fixed at screen center; aiming was done by steering and torso twist. HOWEVER, MW3 had an option for unlocking the targeting reticle, allowing it to float anywhere in the field of view.
Although the controls were more complex (mouse to move reticle, keys to twist torso left/right for example), the benefit to those who learned it was an extra few degrees of firing arc after the torso twist hit its limit. That seems a fair reward for extra pilot effort in what is supposed to be a simulation.
Thanks for your consideration!
#2
Posted 31 October 2011 - 10:00 PM
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.
#3
Posted 31 October 2011 - 10:23 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.
True, but most Hunchback's also have arm-based lasers. Unless there is going to be multiple reticles for each separate weapon/separate placement, a single generic covering them all is most likely.
#4
Posted 31 October 2011 - 10:30 PM
I am not against the addition of the unlocked reticule. It felt a bit unwieldy and clunky to me back when MW3 was the newest entry in the franchise since you couldn't control the reticule and the torso twist at the same time, but I'm sure they could find some sort of workaround to make that work.
If they can do it, they should.
#5
Posted 01 November 2011 - 09:18 AM

If it is handled properly, doesn't mess up the gameplay / balance, is rational in light of the mech's construction ( referencing the previously mentioned hunchback issues ), and fits into the BT universe well enough... it sounds good to me. ( I'm not particularly well versed on BT, so I'm not as, ahem, fanatical about BT compliance as some. )
I seem to recall that StarSiege had unlocked reticles, but that it was needed there due to no torso twist. I could be wrong on that... it's been a looong time since I played that.
#6
Posted 01 November 2011 - 09:24 AM
#7
Posted 01 November 2011 - 09:34 AM

DL
#8
Posted 01 November 2011 - 10:28 AM
* This would represent better joints for your 'Mech, not (necessarily) a more skilled pilot.
#9
Posted 01 November 2011 - 11:42 AM
Edited by daneiel varna, 01 November 2011 - 11:43 AM.
#10
Posted 01 November 2011 - 01:00 PM
#11
Posted 01 November 2011 - 01:17 PM
For me, this is one of the few things I didn't like about MW3 - it's just too easy to aim! I barely used torso twist in that game as a result.
#12
Posted 01 November 2011 - 04:11 PM
fenixstryk, on 31 October 2011 - 10:30 PM, said:
I am not against the addition of the unlocked reticule. It felt a bit unwieldy and clunky to me back when MW3 was the newest entry in the franchise since you couldn't control the reticule and the torso twist at the same time, but I'm sure they could find some sort of workaround to make that work.
I seem to recall that you could. (torso twist and control the reticle)
In MW4, you could aim directly behind you with your arm weapon if you torso-twist 90deg and side-glanced. Very difficult to shoot at but doable.
Edited by Yeach, 01 November 2011 - 04:13 PM.
#13
Posted 01 November 2011 - 05:48 PM
1) One key toggles the option for floating or fixed (center of screen) aiming reticle
2) If floating, mouse controls reticle movement around the screen. All weapons will fire on that point when triggered.
3) If reticle moves to any screen border, torso twist engages in that direction (left/right or up/down) at the rated torso twist speed.
4) Torso twist left/right, up/down can also be enabled via mapped keys (i.e. arrow pad on keyboard, or < > keys, etc.)
5) Side-glancing enabled by mapped keys to change view out of different cockpit window. Floating reticle aiming is still enabled, but some weapons (torso or opposite arm) cannot be triggered (become grayed out in weapons list).
6) Rear-glancing enabled by mapped key, floating reticle aiming enabled; torso weapons cannot be triggered*, but maybe arms can shoot backwards? (dev's option)
The above is easily handled by a joystick too: joystick X/Y controls floating reticle; joystick twist on Z axis twists torso; joystick hat button glances left/right/back.
*There was actually a bug in MW3 that allowed torso weapons to shoot backwards; I think one had to glance sideways first, then immediately glance backwards, but I digress.
#14
Posted 02 November 2011 - 07:11 PM
ethnic minority, on 01 November 2011 - 01:17 PM, said:
For me, this is one of the few things I didn't like about MW3 - it's just too easy to aim! I barely used torso twist in that game as a result.
I'd agree that any free reticle setup would need to make sense in relation to how the weapons are mounted and pointed.
For the ones that can move freely enough in a given situation... how about it being able to follow the player's TrackIR input? (Basically, like the chin gun on an Apache follows where the gunner is looking.)
#15
Posted 15 November 2011 - 02:15 PM
#16
Posted 15 November 2011 - 03:23 PM
#17
Posted 15 November 2011 - 03:35 PM
#18
Posted 15 November 2011 - 03:57 PM
TheRulesLawyer, on 15 November 2011 - 03:35 PM, said:
Gosh can you imagine?

#19
Posted 15 November 2011 - 04:30 PM
This is a perfect control scheme for the mouse and keyboard. This is the death knell for joystick users, who the developers stated to support extensively and even linked threads to their mind blowing self made cockpits. Remeber the MW3 demo? The reticle was unlocked from the torso, when you moved the reticle over to the edge of the field of view, it moved the torso for you to keep your target in view. This was perfect, intuitive and allowed a much easier and natural flow of torso twisting, torso elevation and greater fields of fire. If you have ever played any of the Metroid Prime series, it works like that.
MW3 launched. What did you find... moving your mouse to the edge of the screen did not move your torso anymore. What happened? Look at MW4, they removed it entirely. Why?
Because this system gives such a disadvantage to the joystick player. Most common, non enthusiast joysticks have a crude 8-way hat-switch analogous to a bad D-pad on the joystick. This would never allow the kind of precision necessary to hit anything. The domination of key/mouse players over joystick users was too much and it was the stated reason the MW4 dev team took that function away.
You would need the hat switch to be like a console systems analogue stick, the cheapest joystick on newegg that may have that(description is vague) and costs $56 dollars, a sizable investment for a free game. Most joystick users are also running older models that do not have that and have no desire to buy a cheap $55 dollar model or spend the hundreds necessary for a full-kit setup. Even then, the accuracy difference between analogue sticks and mouse aiming are well known to gamers and developers so that is still an issue.
I would love to see unlocked arm weapons, but I am unsure if there is a way to do it without marginalizing joystick users. Anyone got ideas?
#20
Posted 15 November 2011 - 04:38 PM
Amechwarrior, on 15 November 2011 - 04:30 PM, said:
I would love to see unlocked arm weapons, but I am unsure if there is a way to do it without marginalizing joystick users. Anyone got ideas?
Shift- + Hat, and a slow reticule. Slow Reticule stinks though. Uh... so I hit Button 4, and now my joystick is my arm. I rease button 4, and it now controls my legs again. Or, I hit button 4, and my twist... hmm...
In my mind, I'm imagining left hand on the Jstick and right hand on the mouse. and that feels good. That's how I play MW4... so... if you JUST want a joystick, maybe you don't use the floating reticules, and set a fixed center point...
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