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Option To Turn Legs Using Mouse.


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#1 Dead3ye

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Posted 11 September 2018 - 10:45 PM

When you've reached the extent of your torso twist, an option for further moving of the mouse will turn the entire mech at the legs when no more torso twist is available would make light mech play far more enjoyable. This will allow staying on target when circling an enemy much easier without having to use an analog joystick with your left hand or foot pedals which costs money to achieve the same thing that a mouse could do on its own. I don't want to have to purchase a $150 Razer Orbweaver when I could do the same with a mouse.

Does anyone know if there is a way to do this already with current options or allowed third-party programs?

#2 Aidan Crenshaw

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Posted 11 September 2018 - 11:21 PM

It's called "A" and "D" and involves your left hand... Posted Image

#3 Mystere

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Posted 11 September 2018 - 11:25 PM

A better solution is to get a Logitech G13. You get the added bonus of having complete freedom to map keys any way you want.

Edit: That's assuming you can get one for a good price. Apparently, they're now discontinued. OMFG! Posted Image

Edited by Mystere, 11 September 2018 - 11:49 PM.


#4 Kaeb Odellas

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Posted 11 September 2018 - 11:39 PM

I see where OP is coming from. The ability to smoothly turn with your mouse could allow for much more accurate aim than turning with keyboard keys or even an analog input, especially when analog turning has such a huge built-in deadzone in MWO.

Edited by Kaeb Odellas, 11 September 2018 - 11:39 PM.


#5 Mystere

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Posted 11 September 2018 - 11:59 PM

View PostDead3ye, on 11 September 2018 - 10:45 PM, said:

Does anyone know if there is a way to do this already with current options or allowed third-party programs?

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 Dead3ye

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Posted 12 September 2018 - 02:56 AM

View PostAidan Crenshaw, on 11 September 2018 - 11:21 PM, said:

It's called "A" and "D" and involves your left hand... Posted Image

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 Kotzi

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Posted 12 September 2018 - 04:52 AM

View PostDead3ye, on 12 September 2018 - 02:56 AM, 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.

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 Bombast

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Posted 12 September 2018 - 04:53 AM

The only time I can see this being of any use is when you're standing absolutely still at 0kph and just turning on your heels like a turret. Which is something you shouldn't be doing anyway.

Not worth developer time or an option.

#9 Snowbluff

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Posted 12 September 2018 - 05:07 AM

View PostBombast, on 12 September 2018 - 04:53 AM, said:

The only time I can see this being of any use is when you're standing absolutely still at 0kph and just turning on your heels like a turret. Which is something you shouldn't be doing anyway.

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 Kotzi

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Posted 12 September 2018 - 05:14 AM

Group your weapons left and right. Steer parallel to your cover, turn your torso towards the enemy. Peek and shoot one side or move further and shoot both sides if you are not primary target. Fighting a light mech dont do the mistake and only turn in one direction to follow the enemy, anticipate, turn the other way with your torso so that you can use all your torsoturn angle to hold the aim on the target.

#11 Rafe Yomin

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Posted 12 September 2018 - 07:13 AM

View PostKaeb Odellas, on 11 September 2018 - 11:39 PM, said:

I see where OP is coming from. The ability to smoothly turn with your mouse could allow for much more accurate aim than turning with keyboard keys or even an analog input, especially when analog turning has such a huge built-in deadzone in MWO.


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 :D.

#12 Kaeb Odellas

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Posted 12 September 2018 - 09:56 AM

View PostRafe 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 Posted Image. Hell, try running around and aiming at something with a laserpointer while you're turning Posted Image.


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 Xmith

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Posted 12 September 2018 - 05:03 PM

OP wants an option to increase Anchor Turn speed. I don't if it will help, try maxing out the Anchor Turn nodes if you haven't already.

Torso speed, yaw, and anchor turns are based on balance decisions by PGI for the most part.

#14 Prototelis

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Posted 12 September 2018 - 05:23 PM

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.

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 LordNothing

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Posted 12 September 2018 - 06:17 PM

in my day we demanded joysticks with a million functions, then when we got them game developers stopped writing games that used them. its sort of how networking gear got cheap around the time game developers stopped including lan party support. its quite sad really.

Edited by LordNothing, 12 September 2018 - 06:18 PM.


#16 Chortles

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Posted 13 September 2018 - 08:37 AM

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.

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 thievingmagpi

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Posted 13 September 2018 - 09:59 AM

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)

But that might make piloting lights too EZ

#18 Der Geisterbaer

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Posted 13 September 2018 - 10:19 AM

Prior to getting either a automatically directionally stabilized torso or a mouse induced turn upon reaching max yaw I'd first like to see a self-centering analogous torso pitch/yaw (or at least a binary torso movement system like the one on WASD for turn and thrust).

#19 Xmith

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Posted 13 September 2018 - 01:56 PM

I say one for all and all for one. In other words, mediums, heavys and assaults should have the same option.

#20 LordNothing

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Posted 13 September 2018 - 10:27 PM

if you know python there is free pie. do a virtual joystick axis, map it to chassis turn axis. apply rotation on that axis when your mouse delta is high.





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