Personally, I think it DOES add to the immersion. I still have my Microsoft Sidewinder Force Feedback 2 in it's box. I use a Saitek X-52 Pro now, as you just cant replicate the feel and control of a separate, dedicated throttle unit.
Back in the days of MW3, the Force-feedback joystick really did add to the immersion. It would rock as your Mech stepped along. It would also rock much harder when the enemy Mech/s scored a hit on you. Couple that with trying to target the enemy and fighting the physical effect of the joystick moving in your hand, and your ability to aim drops off markedly.
So even though it did feel good, it was just no fun to keep losing to your mate with the non-force feedback joystick who kept mopping the battlefield with your butt, casue you couldn't land a shot on him a lot of the time.
So, it's not for me, but I definitely support it's implementation for anyone who would like it included.


Force-Feedback Joysticks
Started by DaZur, Feb 24 2012 10:23 AM
27 replies to this topic
#21
Posted 19 March 2012 - 04:15 AM
#22
Posted 23 May 2012 - 11:43 AM
I used a force feedback joystick (the Sidewinder 2) and a custom voice command control system that handled every control for me via my voice, and I won practically every match I ever entered in MW4, so I really question the whole "throws off your aim" argument.
And as an aside, it was supremely satisfying to say "Alpha Strike" and hit an opponent with a full salvo.
I adore force feedback, and will most likely buy a Logitech 940 if I can confirm the feature is in MWO. Any firm info on this yet?
And as an aside, it was supremely satisfying to say "Alpha Strike" and hit an opponent with a full salvo.
I adore force feedback, and will most likely buy a Logitech 940 if I can confirm the feature is in MWO. Any firm info on this yet?
Edited by Comfort Eagle, 23 May 2012 - 11:58 AM.
#23
Posted 23 May 2012 - 11:50 AM
CyBerkut, on 27 February 2012 - 09:03 AM, said:
I wouldn't deny it to those who want it (providing it doesn't delay the launch to get it in)... but I have no interest in having my aim knocked around even more than it already is.
I imagine it will make it into the game, as we know at least one developer is using a Logitech G940.
However... if folks really want useful feedback to add to the immersion... check out the Tactile Feedback System 3, from iVibe.
http://www.ivibe.com/
Some discussion about it over on Eagle Dynamics (DCS) forums:
http://forums.eagle....ead.php?t=70051
If PGI were to work with iVibe on putting native support for that into MW:O, you could be looking at a noticeably more immersive experience (ie. perhaps feeling the footsteps, etc.) without knocking your aim around to get it.
I don't have one, so I can't comment on how effective it really is. Clearly, it's not cheap. But it looks promising for hard-core players who have some discretionary funds available.
I imagine it will make it into the game, as we know at least one developer is using a Logitech G940.

However... if folks really want useful feedback to add to the immersion... check out the Tactile Feedback System 3, from iVibe.
http://www.ivibe.com/
Some discussion about it over on Eagle Dynamics (DCS) forums:
http://forums.eagle....ead.php?t=70051
If PGI were to work with iVibe on putting native support for that into MW:O, you could be looking at a noticeably more immersive experience (ie. perhaps feeling the footsteps, etc.) without knocking your aim around to get it.
I don't have one, so I can't comment on how effective it really is. Clearly, it's not cheap. But it looks promising for hard-core players who have some discretionary funds available.
I googled "Youtube" and "iVibe" and found dozens of video ads for vibrators lol.

#24
Posted 14 October 2012 - 12:24 PM
Back in the 90's, Virtual World had Simulation Pods that exactly mimicked the functions of a Mech Cockpit. Their software would simulate such things as flushing your coolant if your Mech overheated. However, the lack of Mech Movement Feedback always left the experience lacking a true Mech experience even though the cockpit layout felt so real. I hope the developers consider separating FF enabled players from the non-FF players so we can experience a better simulation including the HUD reacting to the Mech being hit. If users want to believe that Mechs targeting is not affected by weapon hits, the let them pretend in their own world!
#25
Posted 14 October 2012 - 12:50 PM
I like my Sidewinder FFB2. It has real force feedback in games that really support this - motors control the direction and strength of the force.
It's completely different from those cheap shake-only "FFB" sticks.
Real force feedback gives you the feeling of the air pressure on control surfaces in flight games, and the feeling of the road condition in driving games.
But I doubt how can this be implemented properly in MWO. These big feet robots don't really have any other "force feedback" to the pilots other than shaking, do they?
It's completely different from those cheap shake-only "FFB" sticks.
Real force feedback gives you the feeling of the air pressure on control surfaces in flight games, and the feeling of the road condition in driving games.
But I doubt how can this be implemented properly in MWO. These big feet robots don't really have any other "force feedback" to the pilots other than shaking, do they?
#26
Posted 15 October 2012 - 08:18 AM
QFAN, on 14 October 2012 - 12:50 PM, said:
I like my Sidewinder FFB2. It has real force feedback in games that really support this - motors control the direction and strength of the force.
It's completely different from those cheap shake-only "FFB" sticks.
Real force feedback gives you the feeling of the air pressure on control surfaces in flight games, and the feeling of the road condition in driving games.
But I doubt how can this be implemented properly in MWO. These big feet robots don't really have any other "force feedback" to the pilots other than shaking, do they?
It's completely different from those cheap shake-only "FFB" sticks.
Real force feedback gives you the feeling of the air pressure on control surfaces in flight games, and the feeling of the road condition in driving games.
But I doubt how can this be implemented properly in MWO. These big feet robots don't really have any other "force feedback" to the pilots other than shaking, do they?
dunno theres alot of things they could implement
for example: say if you collide with someone, you would feel the mech tipping over, and could maybe try to counteract the fall, possibly giving you a bit of an advantage for using a joystick
#27
Posted 20 October 2012 - 03:54 PM
*dusts off the old Sidewinder FF Pro would be nice
#28
Posted 23 October 2012 - 10:49 PM
CyBerkut, on 27 February 2012 - 09:03 AM, said:
I wouldn't deny it to those who want it (providing it doesn't delay the launch to get it in)... but I have no interest in having my aim knocked around even more than it already is.
I imagine it will make it into the game, as we know at least one developer is using a Logitech G940.
However... if folks really want useful feedback to add to the immersion... check out the Tactile Feedback System 3, from iVibe.
http://www.ivibe.com/
Some discussion about it over on Eagle Dynamics (DCS) forums:
http://forums.eagle....ead.php?t=70051
If PGI were to work with iVibe on putting native support for that into MW:O, you could be looking at a noticeably more immersive experience (ie. perhaps feeling the footsteps, etc.) without knocking your aim around to get it.
I don't have one, so I can't comment on how effective it really is. Clearly, it's not cheap. But it looks promising for hard-core players who have some discretionary funds available.
I imagine it will make it into the game, as we know at least one developer is using a Logitech G940.

However... if folks really want useful feedback to add to the immersion... check out the Tactile Feedback System 3, from iVibe.
http://www.ivibe.com/
Some discussion about it over on Eagle Dynamics (DCS) forums:
http://forums.eagle....ead.php?t=70051
If PGI were to work with iVibe on putting native support for that into MW:O, you could be looking at a noticeably more immersive experience (ie. perhaps feeling the footsteps, etc.) without knocking your aim around to get it.
I don't have one, so I can't comment on how effective it really is. Clearly, it's not cheap. But it looks promising for hard-core players who have some discretionary funds available.
hum .. seem interressant ... i will look perhaps on futur ^^
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