I actually play with arm lock off,so that never showed itself to me
trying it ,there is a difference,but I personally could not develop the condition you suggest
that does not mean it doesn,t exist ,just means I didn,t duplicate it
but it did make me take a second look at the analog axis ,and an interesting thing happened
I may have been going the wrong way with the dead zone
i spent a little more time with the analog programming in the game to find that a larger dead zone may be better
by giving you more freedom to move the stick off axis before it responds ,instead of trying to keep that pinpoint accuracy all across the stick range, seems to give a liitle more *freedom* in your hand when making a precise shot,or tracking a target on the move
you still have the speed at the extreme throw of the axis, but you have a little more *wiggle* room at the center of the axis
in a earlier post I was asked if the in game axis where as smooth as m#3,to which I replied only by mouse emulation
playing around today , I would have to say the analog axis in game are up to the task, just as good as m#3
at the end of the day it all depends on how the individual wants to control ,and how the individual wants to have the controls to feel
when I first started the mechwarrior series, I played keyboard, then keyboard and mouse, then keyboard mouse and joystick, finally going to 2 joysticks, with all important functions mapped to joystick buttons. the keyboard not used for anything mech related during the game.
but the most important thing is that all you warriors go out and pilot with whatever makes the experience as rewarding and satisfying as it can be for you

see you an the battlefield
VX_Seraphin