Option To Turn Legs Using Mouse.
#1
Posted 11 September 2018 - 10:45 PM
Does anyone know if there is a way to do this already with current options or allowed third-party programs?
#2
Posted 11 September 2018 - 11:21 PM
#3
Posted 11 September 2018 - 11:25 PM
Edit: That's assuming you can get one for a good price. Apparently, they're now discontinued. OMFG!
Edited by Mystere, 11 September 2018 - 11:49 PM.
#4
Posted 11 September 2018 - 11:39 PM
Edited by Kaeb Odellas, 11 September 2018 - 11:39 PM.
#5
Posted 11 September 2018 - 11:59 PM
Dead3ye, on 11 September 2018 - 10:45 PM, said:
I don't know how this would be possible using the usual third-party programs given that a mouse technically has no endpoint in any direction.
However if you can somehow trigger a Windows event when your mouse cursor reaches any edge of your monitor (and give you the position), then maybe you can get away with using AutoHotKey or some other macro software.
Edited by Mystere, 12 September 2018 - 12:00 AM.
#6
Posted 12 September 2018 - 02:56 AM
Aidan Crenshaw, on 11 September 2018 - 11:21 PM, said:
Yeah so you can miss every shot. Obviously you're not understanding the problem I am talking about. The digital input is very abrupt and and is instantly 100% turn rate so you cannot possibly stay on target on a specific component turning to keep the sights on target.
Edited by Dead3ye, 12 September 2018 - 02:59 AM.
#7
Posted 12 September 2018 - 04:52 AM
Dead3ye, on 12 September 2018 - 02:56 AM, said:
No problem with that at all. You can use mouse and keyboard simultaniously. Turn direction with keyboard aim with mouse. Easiest way to keep the aim.
#8
Posted 12 September 2018 - 04:53 AM
Not worth developer time or an option.
#9
Posted 12 September 2018 - 05:07 AM
Bombast, on 12 September 2018 - 04:53 AM, said:
Not worth developer time or an option.
What I find problematic is when I am peaking around a corner, and my legs aren't oriented to line up a shot. Of course, this is more a problem for me because of how different mechs behave differently in terms of agility; if I had more time or mechs had more consistent agility values I wouldn't notice this at all.
Another issues would be for piloting light mechs in turning battles, but really learning the proper technique would be a better remedy.
#10
Posted 12 September 2018 - 05:14 AM
#11
Posted 12 September 2018 - 07:13 AM
Kaeb Odellas, on 11 September 2018 - 11:39 PM, said:
I don't really see why it should be "more accurate" when you're turning a 20+ ton machine using it's legs compared to the much more finely tuned actuators in the torso's joints. Legs don't usually suddenly stop mid stride so you can turn more slowly on a single leg. Just sounds normal to me and the only ones having a problem with that are those who are used to normal shooters in which you control a human ballerina . Hell, try running around and aiming at something with a laserpointer while you're turning .
#12
Posted 12 September 2018 - 09:56 AM
Rafe Yomin, on 12 September 2018 - 07:13 AM, said:
I don't really see why it should be "more accurate" when you're turning a 20+ ton machine using it's legs compared to the much more finely tuned actuators in the torso's joints. Legs don't usually suddenly stop mid stride so you can turn more slowly on a single leg. Just sounds normal to me and the only ones having a problem with that are those who are used to normal shooters in which you control a human ballerina . Hell, try running around and aiming at something with a laserpointer while you're turning .
If anything, the legs have to be far more "finely tuned" than the torso. All the torso has to do is pitch and yaw. It's basically a tank turret. The legs have to account for obstacles and uneven terrain, and apply the appropriate force to that uneven terrain to move the mech without tipping it over or sending it careening in the wrong direction.
With enough practice, you could easily aim with your legs. Hell, there are people who can aim and shoot a bow at a target while doing a handstand.
#13
Posted 12 September 2018 - 05:03 PM
Torso speed, yaw, and anchor turns are based on balance decisions by PGI for the most part.
#14
Posted 12 September 2018 - 05:23 PM
You see it alot with mechs that have to face time, like the PIR. Infact the easiest way to mitigate the PIR is to force the pilot onto the A and D keys so they'll start paint brushing.
It's doable, but it takes a lot of practice and the right mouse settings.
I suggest taking a fast mech with a single large duration laser into the testing grounds and practice holding the burn on a single component. Eventually you'll figure out the settings you need, or you'll learn to compensate for rapid adjustments with bigger sweeping mouse movement.
#15
Posted 12 September 2018 - 06:17 PM
Edited by LordNothing, 12 September 2018 - 06:18 PM.
#16
Posted 13 September 2018 - 08:37 AM
Prototelis, on 12 September 2018 - 05:23 PM, said:
You see it alot with mechs that have to face time, like the PIR. Infact the easiest way to mitigate the PIR is to force the pilot onto the A and D keys so they'll start paint brushing.
It's doable, but it takes a lot of practice and the right mouse settings.
I suggest taking a fast mech with a single large duration laser into the testing grounds and practice holding the burn on a single component. Eventually you'll figure out the settings you need, or you'll learn to compensate for rapid adjustments with bigger sweeping mouse movement.
No what he wants is to have the mouse turn the legs when the torso yaw is at max so that he can keep his crosshairs on target in a full turning fight. I'm against this idea because it would defeat the process of learning to control torso and legs independently. It would be another handicap option like no throttle decay where you don't need to hold W anymore. Imagine Piranhas not needing to use A and D anymore in combat; they only need to fight you with just a mouse.
While I am making it sound like it would be overpowered, it would be the opposite. "Lazy" functions cause people to lose focus on the game because the player will have less input, therefore they will have less attention. For example, in competitive RTS games like Starcraft, the players will quickly press buttons as a stretching exercise for their reflexes and attention span even though they only have workers. Light mechs with pilots that are half asleep is usually a recipe for disaster.
OP said that this mechanic would make lights more enjoyable. I disagree, this mechanic would benefit the bigger mechs more and be worst for lights. Light mechs are going to bump into terrain and obstacles a lot more when all they are going to do is just circle and shoot. Lastly, when you have to stop using your mouse to turn your legs, you will need to turn your legs using your keyboard afterwards. The constant switch between mouse leg turning and keyboard leg turning would be more detrimental for lights considering they have to move a lot that eventually a mistake would occur like torso twisting too much you end up moving your leg that makes your mech run into a wall. At this point, you may as well just use what's already available in the game.
Edited by Chortles, 13 September 2018 - 08:41 AM.
#17
Posted 13 September 2018 - 09:59 AM
But that might make piloting lights too EZ
#18
Posted 13 September 2018 - 10:19 AM
#19
Posted 13 September 2018 - 01:56 PM
#20
Posted 13 September 2018 - 10:27 PM
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