Unlocking torso from waste
#21
Posted 28 November 2012 - 04:34 PM
#22
Posted 28 November 2012 - 04:42 PM
#23
Posted 29 November 2012 - 10:29 AM
#24
Posted 29 November 2012 - 10:40 AM
#25
Posted 30 November 2012 - 10:44 AM
Tanks have a turret that rotates faster than they can turn their base, thus turret independent tracking is possible.
Mechs have a "turret/top" that can turn slower than the base can turn so the top could never keep up with the motion.
You dont notice this much ingame as your perspective when making that motion makes sence in your head.
Another aspect is jump turning. ie: on my jenner I often hit jump jets to do very fast turns, this would be very hard to handle with the proposed independent model as do you want the top to move with respect to the ground, your base, or your view, as all three are actually different points in this case.
Therefore, it would be impossible to implement independent tirning, as there are several cases where it would be unable to keep up and you would have a slowly shifting view, ... Only useful for non jump mechs that have a "turret/top" turning radius that exceeds their max base turning speed.
Hope that helps!!!
Edited by DrVulcan, 30 November 2012 - 10:47 AM.
#26
Posted 30 November 2012 - 10:55 AM
In the end its a quesiton of how easy do you want it to be to hit something in the game. If we are going on reality here we might as well just turn this into a tab targeted "fps", because computer systems could technically compensate for everything when firing the weapons...
Edited by zhajin, 30 November 2012 - 10:55 AM.
#27
Posted 30 November 2012 - 12:49 PM
1. Lock onto target.
2. Aim point moves with target no matter what your 'Mech movement is.
3. ???
4. Profit.
Removes skill from aiming. That would only be acceptable if weapon fire was randomly rolled, like in the tabletop game.
#28
Posted 30 November 2012 - 02:48 PM
I wouldn't suggest that there is any sort of target lock-on involved, just that the torso's heading remains unaffected by the legs' changes in direction up to the rotation limits.
#29
Posted 01 December 2012 - 04:49 PM
And with your viewpoint automatically tracking the target like that, aiming becomes so much easier it's not even funny.
The only downside is you get an extreme case of tunnel vision because you are directly tracking one target. And that's nowhere near enough to offset the aiming advantage.
#30
Posted 01 December 2012 - 07:47 PM
#31
Posted 12 December 2012 - 02:17 PM
PapaKilo, on 30 November 2012 - 12:49 PM, said:
1. Lock onto target.
2. Aim point moves with target no matter what your 'Mech movement is.
3. ???
4. Profit.
Removes skill from aiming. That would only be acceptable if weapon fire was randomly rolled, like in the tabletop game.
Wow...just wow. It would be JUST like auto aim except...there is NO auto aim built into the game in ANY form. So no it would NOT be like auto aim. It would simply remain pointing where you point it until you've reached the max torso twist. This has been available in nearly every incarnation of the MW franchise. Including the old VirtualWorld software. Such a feature would not be a cheat, auto aim, or remotely "unfair". If we can do it in tanks this century, I'd be baffled to figure, logically, how such a simple thing could be lost technologically in the MW universe. I'm hoping it simply hasn't been dealt with as a feature since they're leaving control optimization low on the priority list.
** The in-game solution is to simply isolate control input for torso and legs seperately in some fashion. Example: If mouse controls torso, torso does not take input from leg controls until/unless max torso twist has been reached. If max torso twist is reached the the torso must follow legs as they take turn input to avoid unfair 360 degree aiming.
Edited by machinech, 12 December 2012 - 02:22 PM.
#32
Posted 12 December 2012 - 04:52 PM
PapaKilo, on 30 November 2012 - 12:49 PM, said:
*facepalm* If you don't understand the request, please don't try to hijack with a troll post. There's no target involved in this discussion. There's no mention of weapons, firing or 'lock on'. It's about the mechanics of leg and torso rotation and how they interact with each other.
Re-read the thread, including the very patient explanations, including another one by machinech as folks have repeated where posts appear that don't understand what is being requested.
This is a basic concept that requires a little thought to comprehend and shouldn't be hard to implement, nor should it raise any overblown, baseless fears. Seriously.
Edited by Kalidar, 12 December 2012 - 04:53 PM.
#33
Posted 14 December 2012 - 08:52 AM
#34
Posted 16 December 2012 - 10:06 AM
I use a dual stick setup with pedals and turning torso to counter leg movement is something I am kind of proud of when I get it right :-). I dont think I have actually experienced this as an option in any other mech sim either, but do agree that it will make the experience a lot smoother.
Being able to easily hold on target while changing movement direction to throw off aim will definitely help. Especially with fast turning and twisting light mechs that need pinpoint shots to really do much damage.
As to the posters that complain about relation between leg and torso speed... again this is an analogue leg movement problem. If the legs could be adjusted slightly, smoothly there would be no problem. This is where they are eventually headed.
However that might just render this option obsolete in any case.
#35
Posted 17 December 2012 - 07:51 AM
#36
Posted 28 December 2012 - 08:26 AM
#37
Posted 28 December 2012 - 10:40 AM
#38
Posted 28 December 2012 - 12:01 PM
Just my two cents, sorry for the short wall of text >.<
#39
Posted 28 December 2012 - 01:29 PM
Circle strafing is easy now because your torso turns with your legs, so it keeps it pointed in pretty much the same spot when you circle.
Picture it like this, you are circling someone, you are south of them, aiming north, as you turn your legs you continue to aim north as your torso is not turning with the legs. Now you are east of them, but you are still aiming north, unless you move your cursor with the mouse.
the current way is much better. most of you in this thread are confusing a free torso/leg movement with a target lock. Meaning your cursor will stay on the target regardless of which way you turn. This is also commonly referred to as an aimbot.
Edited by Gregore, 28 December 2012 - 01:30 PM.
#40
Posted 31 December 2012 - 04:51 AM
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