

#1
Posted 14 November 2012 - 04:49 PM
Thanks!
#2
Posted 14 November 2012 - 09:16 PM
#4
Posted 15 November 2012 - 01:56 AM
#5
Posted 15 November 2012 - 03:20 AM
#6
Posted 15 November 2012 - 06:37 AM
#7
Posted 15 November 2012 - 09:43 AM
#8
Posted 15 November 2012 - 10:57 AM
Matthew Craig, on 15 November 2012 - 09:43 AM, said:
A really interesting idea I saw recommended by someone here on the forums was that the enchanced zoom could be a 2x multiplier PIP on top of whatever zoom mode you were already in. So at normal view, it would be 2x; at the standard 2x zoom the PIP box would be 4x, and then at 3x zoom it would be effectively 6x. That way you could keep using the current method of just a 'software' style zoom, but it would be less distorted than it is now. Just wanted to bump that idea here, and see if a Dev might notice

#9
Posted 15 November 2012 - 11:21 AM
WardenWolf, on 15 November 2012 - 10:57 AM, said:

Sounds like a punt to me. I'd much rather see the module running a clear 4x (pref. 5-6x) zoomed window over the 1x as originally intended, plus an adjustment to mouse sensitivity. Actually I'd like to see an adjustment to mouse sensitivity even separate from the zoom module, but I digress...
#10
Posted 15 November 2012 - 11:35 AM
Atheus, on 15 November 2012 - 11:21 AM, said:
I believe there is an engine limitation on rendering two distinct views, which causes a massive hit to performance. This is part of the same reason why a rear-cam and other alternative views people have requested haven't been put in the game, and why the normal zoom is full-screen.
I do think a mouse sensitivity change might be nice, and I think someone on the Dev team mentioned that recently... but it *needs* to be a toggle option (default to 'on' is fine). Many people use mice with adjustable sensitivity already, and having the game do it on the fly could throw off people who are trying to control it themselves.
#11
Posted 15 November 2012 - 11:49 AM
WardenWolf, on 15 November 2012 - 11:35 AM, said:
I do think a mouse sensitivity change might be nice, and I think someone on the Dev team mentioned that recently... but it *needs* to be a toggle option (default to 'on' is fine). Many people use mice with adjustable sensitivity already, and having the game do it on the fly could throw off people who are trying to control it themselves.
Yes, I have heard the same about the engine limitation. I'm not entirely convinced, yet, though. Regarding the mouse sensitivity, the only way to go is sensitivity sliders (two sliders) that you can access from an options panel in a match, not just in mechlab.
#12
Posted 15 November 2012 - 12:01 PM
Matthew Craig, on 15 November 2012 - 09:43 AM, said:
Thank you Matthew for your quick response, I very happy to hear that it is indeed being worked on.
Edited by CutterWolf, 15 November 2012 - 12:02 PM.
#13
Posted 15 November 2012 - 01:26 PM
#14
Posted 15 November 2012 - 02:11 PM
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