Lock Torso - Is This A Bad Idea?
#1
Posted 04 February 2017 - 05:19 PM
What I mean is that when I turn my legs (necessary in a close-range fight), my crosshairs also instantly move in a way that's hard to compensate for with my mouse. As a result, I've found that my aim is only controllable and predictable when I'm moving in a straight line, with fine-grain adjustments being made only with the mouse, ideally before the reticle passes over the target during my straight forward or reverse movement (with no leg turning taking place).
I know I'm still very new to MWO right now, but I've been playing Mech games since Mechwarrior 2, so I understand that this type of thing would be a departure from past implementations of movement. I'm not trying to upset the establishment here, but I think this feature would be fun, and could add some more complexity to mech movement, while also making brawling a little smoother.
And if a player doesn't like it, they could just ignore it.
So anyways... bad idea? Interesting idea?
#2
Posted 04 February 2017 - 05:22 PM
#3
Posted 04 February 2017 - 05:25 PM
- Torso Heading Lock: Toggled by a hotkey, or engaged by a press/hold button, cause the player mech's torso to maintain its current heading and arm orientation, regardless of changes in leg heading. The torso would maintain this orientation until it reaches its maximum twist value, at which point further leg heading changes would cause the torso to twist in the same direction as the legs, and at the same rate.
#4
Posted 04 February 2017 - 05:30 PM
Defensive torso twist only occurs if you're under fire (or are anticipating fire). If you're dodging due to high-speed serpentine motion, you don't need to twist. That is where this type of feature could come in handy.
#6
Posted 04 February 2017 - 05:42 PM
Imagine how much fun that would be in an Urbanmech?
#7
Posted 04 February 2017 - 05:52 PM
That sounds detrimental to new players, and would develop poor habits..
Maybe you need to raise or lower you mouse's sensitivity? Turning your legs and and compensating with the mouse shouldn't feel difficult, outside learning the technique.
#8
Posted 04 February 2017 - 05:58 PM
For background, I mainly play a Mist Lynx or a Shadow Cat, mostly as an ECM-enabled scout / sniper.
When I am on the flanks of the main force, looking for movement to our sides, I'll often need to engage enemies with one or two c/ER-PPCs at ranges of 500+ meters, while jinking left & right to dodge return fire. When I'm dodging, it is impossible to precisely fire at those small targets. I have to stop turning, move straight for a few seconds, and fire once I have a bead lined up. If I could simply decouple my torso heading from my legs for a few seconds, I could keep dodging.
My apologies, I shouldn't have said "brawl" above. That was my mistake. Usually I'm engaging at range, at high speeds, against physically small targets.
#9
Posted 04 February 2017 - 06:27 PM
#10
Posted 04 February 2017 - 07:58 PM
#11
Posted 04 February 2017 - 07:59 PM
Just like how you have the option for arm lock / unlock.
#12
Posted 03 October 2017 - 08:27 PM
That being said, and while I have little issue compensating with a mouse, while running, jump jetting, or anything else, this would honestly make running and gunning much easier, especially in fast mechs. Numerous times I find myself having to make lots of these small torso yaw adjustments, to give myself a chance to fire upon enemies, while moving to/from cover, flanking, or any other number of movements. And while these are minute adjustments, and may not seem like much to most people, that is valuable time when my weapons could be dealing damage.
And the last point, being the in game year that this is, and the advanced technology at work in mechs, this is a small option that would not be hindered by the technology where it would be present.
#13
Posted 04 October 2017 - 04:59 AM
#14
Posted 04 October 2017 - 05:13 AM
#15
Posted 04 October 2017 - 05:34 AM
UnofficialOperator, on 04 October 2017 - 05:13 AM, said:
Because unless you are able to slam A or D and move the mouse at the exact frame and speed as to not cause absolutely any reticle wobble, it would help. Like it would be very niche, you'd always be facing the same compass direction, so it'd only be helpful for fast pinpoint mechs that fire when the reticle passes over a target, but it would help.
What would be less niche is if they removed the damn deadzone from the damn joystick analog input.
Edited by Alcom Isst, 04 October 2017 - 05:36 AM.
#16
Posted 04 October 2017 - 07:29 AM
Athom83, on 04 October 2017 - 04:59 AM, said:
Horizontal stabilizers would not fall under LostTech in this universe. If they did, then VTOLs, helicopters, numerous manned/unmanned turrets, and most other "in atmosphere" craft would not exist. Unmanned turrets/weapon batteries are a prime example of this. In numerous applications they have been mounted on moving objects, especially dropships and spacecraft. In order for them to function properly, they require their targetting computers to make minute adjustments, without human input, to maintain their current orientation. In the case of a mech, these are the same systems that drive the gyro, and allow the mech to maintain its balance, but simply add one more function to the equations being utilized.
UnofficialOperator, on 04 October 2017 - 05:13 AM, said:
I would direct you to my response, as I detail the reasons why this is a topic I would like the see addressed. In short, it is a small change for those using a mouse, but helpful. But the big benefit in my case, is in trying to use a controller to play the game.
#17
Posted 04 October 2017 - 04:35 PM
https://mwomercs.com...-toggle-please/
Edited by ClockworkSoldier, 04 October 2017 - 04:59 PM.
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