Smaa, on 11 February 2019 - 04:07 PM, said:
Hi guys,
Well it’s a year later and I’m trying to figure out the same issue. The free arm movement was always an enigma to me, nevertheless something which I can see huge tactical advantage in mastering, especially in brawls and poking. The thing that has had me stumped from the beginning is that the square targeting reticule for the arms is not fixed to the centre of the screen. Considering that mechs use head tracking tech the same as attack helicopters do, you would think that the torso movement would ‘follow’ the arm movement, which follows the head movement. The sensitivity and movement speed and hence reaction times are many times better using the arms than the torso which makes sense as the torso has more inertia to overcome. In light of this, it would make more sense for the devs to map free look to ‘joystick 0’ x/y input, and the torso to ‘joystick 1’ x/y input; joystick 1 being the main
My original
The circle is fixed to the center of the screen, though with minor exceptions on when the body is swingjg to catch up (you can imagine turning in a car, your body is being pulled in the other direction).
So long as the torso can still move if free look is not pressed it will remain centered. If free look is pressed and arms are not locked it also remains centered.
The behavior you experienced as Venom is abnormal and I believe you may have just shared the culprit.
You have a joystick configuration, with or without headtracking. If it is with headtracking installed you will get the unusual behavior you experience. Free look is just a button toggle for the native mouse. Press it and you can turn your pilot's head using the same control as aiming. If however you remapped it to headtracking... it won't work for the mouse. If you changed the default control chances are it could be the reason for the unusual behavior. The joystick support here is terribly bad and the support for head track / VR is even worse as it isn't unusual for players to be unable to undo certain changes after trying to get it to run with those two.
If not using the headset I suggest mapping Free look's look around and the torso arm aiming to the same pair of axis. While you won't e able to do them separately, they should at least finally work for you. Thinks assuming you still have te same issue.
As for the proporition.... the problem with that is if you were in said helicopter and the helicopter followed the head movement.... you'd defeat the point of being able to aim by head movement as the entire helicopter would turn with your head. The circle or square as you put it for the arms will lead faster than the body as you described because the arms don't have to move upwards of most of the mech's weight. If you lock the arms though, for some reason, torso movement actually becomes even slower..
Nobody would love to have the head and arms under separate controls more than me. I'd love tobe able to separate the arms even and control the two arms and the body as 3 entities...and still be able to look in a fourth direction while doing it. But... trying to separate them breaks the controls in a bad way.
Edited by Koniving, 11 February 2019 - 04:39 PM.