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Option To Turn Legs Using Mouse.


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#21 Generic Internetter

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Posted 02 June 2019 - 12:48 PM

View PostPrototelis, on 12 September 2018 - 05:23 PM, said:

No, what OP wants is a more sensitive way to move the legs so it doesn't throw off aim.

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.


View Postthievingmagpi, on 13 September 2018 - 09:59 AM, said:

I've thought it would be cool to have the upper/lower axes rotate separately. That way you could say, aim your torso at X, then rotate your legs right, but not have to counter the mouse movement by aiming left (up until max torso rotation of course)


Both absolutely correct.

All PGI need to do is detach the torso twist from the leg turn until the legs go far enough to hit the torso twist limit.
This means that as long as you're inside your torso twist cone, you have perfectly fluid control of your aim.

Two simple pieces of logic that support this...

1. In a future where giant mechs can automatically balance themselves sprinting over rough terrain, they can't counter change in direction with an opposite turret twist to stay on target?! This technology already exists today in the real world!
2. Currently, when you tap A or D to turn your legs left or right (either moving or standstill), the mech INSTANTLY turns at 100% turn rate. This completely goes against the feel of piloting a big slow mech. You'd expect something weighing dozens of tons to take a 1/2 second or so to start the turn and another 1/2 second or so to slow the turn back down - Angular inertia. You know... LIKE THEY ALREADY HAVE FOR TORSO TWIST!

The real root cause of the problem is that the turret twist is smooth, but the leg turn is instant. This makes mech piloting completely unrealistic when trying to reconcile the two.

Either detach the legs from the torso twist or make leg turn ramp up and down like torso twisting! Come on PGI this is basic stuff how did you not see this!





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