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Still Waiting For Full Joystick Support
#41
Posted 30 November 2012 - 11:32 PM
#42
Posted 30 November 2012 - 11:33 PM
#43
Posted 01 December 2012 - 11:02 AM
I have been Mech piloting for a long time now and I can tell you that I played with many leagues, players, units from MW2 to MW4 and everyone used a joystick. Only in MWO have I ever seen anyone pilot 'Mechs with a mouse and keyboard. The main reason for this is that you can't aim with the Joystick support that is currently provided in MWO. So players not only have no choice except to use a Mouse and Keyboard, they also mostly have no knowledge of the fluid motion and fast reactions they would gain from Joystick handling of a 'mech!
I don't see MWO as being much different in 'mech controls than previous MechWarrior titles in spite of the two reticles so I am going to say that most players will jump to a Joystick as soon as it is a viable option, just like they did in every previous MechWarrior title. Some won't of course, which might be good just to show MWO has lots of options for players. However, at the moment MWO is at the point of, "You don't know what you got until you use it", or add support for it.
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#44
Posted 01 December 2012 - 11:21 AM
Joystick support now please....
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#45
Posted 01 December 2012 - 11:24 AM
Lightfoot, on 01 December 2012 - 11:02 AM, said:
That's never how I ran MechWarrior with a joystick. It may be because my first exposure to BattleTech in electronic form was from working at a Virtual World center, but using a joystick to steer with while still using it to aim vertically never made sense to me. You're combining both navigation and half your aiming functionality on one control, while moving the other half of your aim functionality to another control. I prefer to have all aiming on one control (joystick/mouse/whatever), and navigation on a separate control (throttle rocker or foot pedals).
I guess you could use a twist stick, but twist sticks are silly.
I will agree that analog steering is an additional part of the aiming equation and should be implemented. I just prefer it on a separate control from my main aiming axes.
#46
Posted 01 December 2012 - 11:31 AM
#47
Posted 01 December 2012 - 11:46 AM
Keep waiting and let them do something useful instead of waste time on joystick support.
#48
Posted 01 December 2012 - 11:48 AM
The seperate arm/torso aiming is irrelevant as the arm cross hair just moves ahead of your torso movements so will work the same with joystick. If always used mouse for mech games it doesn't really matter but for newcomers and joystick pilots it is a lot harder to keep track of torso twist when using mouse.
Have gotten used to it now but still want joystick support, it is a bit ridiculous that this was not taken care of from the very outset.
Edited by Fiachdubh, 01 December 2012 - 11:52 AM.
#49
Posted 01 December 2012 - 11:50 AM
#50
Posted 01 December 2012 - 12:39 PM
SouthernRex, on 01 December 2012 - 11:50 AM, said:
Good thing this game is not a simulator, or you would indeed be correct. But then again, I would just use my joystick.
Edited by Antony Weiner, 01 December 2012 - 12:40 PM.
#51
Posted 01 December 2012 - 01:03 PM
![Posted Image](http://bs.beckament.net/files_pub/Mechwarrior Online/MechPit-20121010.jpg)
#52
Posted 01 December 2012 - 01:38 PM
Quote
Have gotten used to it now but still want joystick support, it is a bit ridiculous that this was not taken care of from the very outset.
I agree. This is the first MW title I haven't used a joystick. I find joysticks much more intuitive and immersive for manuevering the light and medium and often jumping mechs I like to pilot. Joysticks simply allow far more control; for example, the twisting joystick allows variable speed of torso twisting..something no keyboard control does. Joystick are ideal for jumping, twisting to fire, or lining up for a precise DFAs. MWOs excellent directional JJs would be ideal for a well supported joystick interface. Joysticks in prior titles (as well as other actuall "sims") allow quick look inabled hat keys--these in prior titles were coupled with arm movements for taking side shots, or even shooting behind, while twisted at 90 degrees with arm extended--this sorts of pilot skills not only used in prior games, but mentioned in the books, and completely consistent with the type of things a man-form war machine should be able to do. The game needs down look as well for knowing your at the top of that building, or set up for that perfect DFA.
Edited by LynxFury, 01 December 2012 - 01:51 PM.
#53
Posted 01 December 2012 - 01:42 PM
MWO is a brutal multiplayer game, anyone using a joystick will be annhilated by a mouse and keyboard player IMO.
#54
Posted 01 December 2012 - 01:51 PM
Quote
No more than any other MWx title, and in some ways less so because the terrain and buildings gives fast maneuvering mechs, which are better controlled by joysticks, more places to duck.
Edited by LynxFury, 01 December 2012 - 01:52 PM.
#55
Posted 01 December 2012 - 04:06 PM
LynxFury, on 01 December 2012 - 01:38 PM, said:
The way MWO is set up analog control of the actual aim cursor is largely irrelevant, because with a mouse you can pretty much instantly put it wherever you want to aim. There's no reason to have variable speed in movement of the cursor because it moves so fast and stops on a dime. Since the torso just follows the arms around, you don't have direct control over it anyway, so analog control for torso twisting is moot.
Where I agree analog control is needed is for steering, which does help for fine tuning your aim. It's just the actual arms/torso mechanics of MWO doesn't necessitate a joystick to be effective.
I've mentioned this before, but if I had my druthers I'd like to see players have an option to have direct torso control, so you could use a joystick to orient the torso, and then have something like TrackIR to control your arm reticle.
#56
Posted 02 December 2012 - 06:55 PM
Tempered, on 30 November 2012 - 09:28 PM, said:
You will still have the ON/OFF style leg turn whether or not it is bound to your joystick,mouse,keyboard,throttle, or rudder pedals. Binding what should be your torso turn which is the horizontal axis on your joystick to your legs instead will only end up ruining whatever aim you might hope to acheive. Everyone knows that when you are trying to shoot someone you either have to follow them perfectly as in laser beams, Or you have to lead them just enough for your projectile when fire be it ballistic, or missile to intersect with its intended target at a slightly later point in time. To do this with any consistency for a joystick a proper vector based aiming system must be maintained. The underlying sampling technique for a mouse is very different. just as a mouse is from a keyboard. Have you ever tried to use that program mouse keys that emulates a mouse on a keyboard for when your mouse is either messed up or using a mouse just it'nt possible. If so that experience would be very similar to the problem with non analog systems being bound to analog systems and vice versa found in games like this. So ultimately keep your torso bound to your horizontal/yaw axis on your joystick. And use some of the custom joystick support you can put into your user.cfg in your root mechwarrior directory. Heres the thread for more on that. http://mwomercs.com/...joystick-users/
#57
Posted 02 December 2012 - 09:51 PM
Mack1, on 01 December 2012 - 01:42 PM, said:
MWO is a brutal multiplayer game, anyone using a joystick will be annhilated by a mouse and keyboard player IMO.
I use a $40 Logitech 3d Force Pro now and it's not that unusual for me to be the top pilot in the stats for the game. Trouble is without Analog Turning the reticle moves an inch at a time across the screen so it is very difficult to work around this.
#58
Posted 17 December 2012 - 10:30 AM
LynxFury, on 01 December 2012 - 01:51 PM, said:
It's the opposite. In a light, mouse aiming is vastly superior. Joystick aiming is only vaguely comparable in an assault mech.
SouthernRex, on 01 December 2012 - 11:50 AM, said:
You play MS flight sim with an analugue stick because the flight surface controls are an absolute axis and a joystick is an absolute input device.
MWO's aiming is a RELATIVE axis. Thus to use a stick for it, the game maps the stick's absolute axis to a relative one. Ergo mouse (A relative input device) is infinitely more applicable than a joystick.
I have said it before, I will say it again - Unless MWO supports ABSOLUTE axes (ie joystick half left means torso is twisted half left not twisting left at half speed), it is not SCIENTIFICALLY POSSIBLE for a joystick to compete with a mouse for aiming in a game with FPS style relative aiming.
For christ's sake - go play BF3 with joystick aiming and I don't care if you are the best joystick user in the world, you would get utterly owned. THAT is the ONLY reason why you do not have PC and console players on the same servers in multiplayer FPS. Many game companies have tried it and abandoned the idea because console players with joypads simply cannot compete.
The best control method is a throttle / rocker for speed and leg turn in the off hand and a mouse in the on hand for aiming - all analogue axes, and relative mapped to relative, absolute mapped to absolute.
Duh.
#59
Posted 17 December 2012 - 02:51 PM
#60
Posted 17 December 2012 - 03:09 PM
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