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Has Joystick Aiming Been Fixed?


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#1 Cyph3r

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Posted 01 January 2013 - 08:05 AM

I was waiting for the game for ages but first time I played it I realised the joystick aiming is broken, you can't slowly aim. its either full on or off. Like aiming with a keyboard.

Has this been fixed yet? I refuse to play this game until it has been.

#2 Dirkdaring

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Posted 01 January 2013 - 08:07 AM

They make this thing called a mouse. It's a pretty cool invention, you should check it out.

#3 Cyph3r

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Posted 01 January 2013 - 08:10 AM

View PostDirkdaring, on 01 January 2013 - 08:07 AM, said:

They make this thing called a mouse. It's a pretty cool invention, you should check it out.


Wow... seriously?? Most useless reply you could have came up with.

Yes I use a mouse for other FPS games. I always play Mechwarrior games with a joystick for the immersion factor. I'm merely asking if joystick support is still broken...

MW4 plays awesomely with a joystick.

Edited by Cyph3r, 01 January 2013 - 08:11 AM.


#4 bloodnor

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Posted 01 January 2013 - 08:11 AM

the anwser you are looking for is no i have tried with my

Cyborg FLY 5 Flight Stick

Edited by bloodnor, 01 January 2013 - 08:13 AM.


#5 Cyph3r

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Posted 01 January 2013 - 08:13 AM

View Postbloodnor, on 01 January 2013 - 08:11 AM, said:

the anwser you are looking for is no i have tried


Thanks for the answer.

It's silly that joystick support was promised but its still completely broken

#6 bloodnor

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Posted 01 January 2013 - 08:20 AM

they will fix it in time the devs have never used the cry engine before they are still learning as they go along

#7 Craftyman

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Posted 01 January 2013 - 08:22 AM

it's a beta

#8 HC Harlequin

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Posted 01 January 2013 - 08:37 AM

real joysticks have a variable rheostat built in. The less emphasis on the joystick the less the controls move.Buy a better joystick? The better mouses have dual sensitivity options on the fly.

#9 80sGlamRockSensation David Bowie

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Posted 01 January 2013 - 08:38 AM

I don't think we've gotten any more joystick support since way back when.

Hopefully soon, I don't like how used to a mouse I am now...

#10 Cyph3r

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Posted 01 January 2013 - 09:08 AM

View PostHC Harlequin, on 01 January 2013 - 08:37 AM, said:

real joysticks have a variable rheostat built in. The less emphasis on the joystick the less the controls move.Buy a better joystick? The better mouses have dual sensitivity options on the fly.


Haha. Yes it's built in obviously, but the game still needs to support the variable input. As it stands MWO has never supported this. This is what I'm asking about. Also "buy a better joystick"? As it says in my signature I have a Thrustmaster Warthog HOTAS. Its a $500 joystick. There isn't anything better.

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#11 Riffleman

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Posted 01 January 2013 - 09:16 AM

Unfortunatley joysticks will never be fixed or competative in this game. The very core design of the game goes against the xyz axis play of the joystick, making targeting and torso twisting along with seperate arm reticules very difficult to use on a joystick optamized or not.

I wish it wasent so, nobody wants to be able to use a joystick more that me. But they did not keep the immersion in mind when they designed, thinking in this day and age nobody owns or uses joysticks anymore so why cater to it.

#12 GODzillaGSPB

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Posted 01 January 2013 - 09:26 AM

I'm not sure what they can do for the joysticks. The game is designed around the feature of having quicker moving arms and a slower moving torso. The arms need some precision, especially when lasers are mounted. I think I've seen joystick player, they tend to have huge difficulties staying on the target. The beam just grazes the target, then goes by.

So...what to do about this? Some options:

- remove the feature of independant arms alltogehter
- deactivate seperate arms for joystick players
- add marginal autoaim to joystick players

What else can be done? Add some miracle routine which somehow makes the joystick axis more precise? How would they do that?

#13 Firelizard

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Posted 01 January 2013 - 09:37 AM

One thing to note is, right now, joysticks do not have analog proportional response in game. That is, no matter how much you deflect the stick, your mech responds the same amount. Digital controls in other words.

Now if the mechs had true analog joystick control, I could see them being very much effective in tracking moving targets, even with the arms force-coupled to the torso.

One thing stick users, once we have analog control, could find useful is a command to toggle between having the arms coupled to the torso, and having the stick control the arms with the torso 'catching up', as it does for mouse users. And, of course, let the mouse users have the same toggle just to be fair.

Edited by Firelizard, 01 January 2013 - 09:38 AM.


#14 GODzillaGSPB

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Posted 01 January 2013 - 09:40 AM

Oh...I didn't know that. Okay, that's actually pretty lazy in regards of joystick support. My apologies then.

Edited by GODzillaGSPB, 01 January 2013 - 09:40 AM.


#15 Lightfoot

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Posted 01 January 2013 - 09:42 AM

Recently. 3 headshots, Atlas, Cataphract, Raven (700 meters), 2 assists with a Joystick. Also last night 4 kills, 3 assists.

I tried my Nostromo and Mouse the first week of Closed Beta and hated it. I swore I would never play MWO with this setup because it seems so contrived and artificial, like flying a 747 with a Mouse.

So I made my Joystick work without the aid of analog turning (which is coming soon) learning to make final aiming allignments with twist and tilt of the upper torso or just leading my targets and letting them walk into my firing point. I keep the Mouse handy in case it is needed but usually it's not. In brawls to medium range it's all Joystick where it's nimbleness pays off.

I use a Logitech 3d 'Force' Pro (some players complain about the non-force feedback version) which has a very good profiler for fine tuning as well as using MWO's User.CFG.

It's important to know that in the User.cfg, setting the Gain higher increases the Mechs twist/pitch speed from full swings of the Joystick axii. Increasing the Sensitivity setting will make the small Joystick movements respond slower and more accurately. Takes a bit of fiddling, but you get a responsive Mech in the end.

The idea that a Joystick is not competitive is bull. The joystick makes up for lower accuracy with better manuvering. To get it working in MWO takes some study and adjusting and practice, but over the course of a few days you get things set right.

My current User.cfg file:
cl_joystick_gain = 7
cl_joystick_sensitivity = 1.7
cl_joystick_throttle_range = 0
cl_joystick_invert_throttle = 0
cl_joystick_invert_pitch = 0
cl_joystick_invert_yaw = 0
cl_joystick_invert_turn = 0
I_joystick_deadzone = 0.097
I_joystick_buffered = 0


This goes in your MechWarrior Online folder.

This file is dependent on your other Joystick settings so most likely you will want to adjust it to fit your stick.

Only other thing I have run across is MWO's Digital Turn is so snappy you need to make the Deadzone a little larger than you would in other games. MWO's axii are all independent of each other, but if the Turn axii gets bumped the Mech turns fast, skewing your aim.

Also, the "C" key will recenter your torso, legs, arms in a second so keep that handy.

Edited by Lightfoot, 01 January 2013 - 09:44 AM.


#16 von Pilsner

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Posted 01 January 2013 - 09:48 AM

View PostGODzillaGSPB, on 01 January 2013 - 09:26 AM, said:

What else can be done? Add some miracle routine which somehow makes the joystick axis more precise? How would they do that?


They need to make the z axis analog sensitivity and not digital. This is what we are asking for, not autoaim...

#17 Lightfoot

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Posted 01 January 2013 - 09:51 AM

View PostRiffleman, on 01 January 2013 - 09:16 AM, said:

Unfortunatley joysticks will never be fixed or competative in this game. The very core design of the game goes against the xyz axis play of the joystick, making targeting and torso twisting along with seperate arm reticules very difficult to use on a joystick optamized or not.

I wish it wasent so, nobody wants to be able to use a joystick more that me. But they did not keep the immersion in mind when they designed, thinking in this day and age nobody owns or uses joysticks anymore so why cater to it.


You are not trying if you can't get your Joystick to work now. Read my post. I frequently carry my team with a Joystick. I lose alot too, but mostly PUG-ing for now.

#18 Firelizard

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Posted 01 January 2013 - 09:51 AM

View Postvon Pilsner, on 01 January 2013 - 09:48 AM, said:


They need to make the z axis analog sensitivity and not digital. This is what we are asking for, not autoaim...


Actually, we need all axis analog. Right now, only the throttle is.

Proportional torso yaw and pitch, and proportional leg control. That would make me a happy critter.

#19 von Pilsner

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Posted 01 January 2013 - 09:55 AM

View PostFirelizard, on 01 January 2013 - 09:51 AM, said:


Actually, we need all axis analog. Right now, only the throttle is.

Proportional torso yaw and pitch, and proportional leg control. That would make me a happy critter.


X and Y are analog...

Aren't they...?

#20 Firelizard

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Posted 01 January 2013 - 09:57 AM

View Postvon Pilsner, on 01 January 2013 - 09:55 AM, said:


X and Y are analog...

Aren't they...?


Nope. They're digital. You get the same rate of translation regardless of stick deflection.

EDIT: Unless something changed since I last tried. I cant test it at the moment.

Edited by Firelizard, 01 January 2013 - 09:58 AM.






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