1. Currently, default aiming (not in free-look mode) works like this: moving the mouse controls the arms. The pilot's head then tries to follow where the arms are aiming. Then, the torso tries to twist to where the arms are aiming as well.
2. When aiming all the way to the left/right sides, the pilot's head is able to look at where the arms are pointing (or in some cases, beyond). So far, this still feels natural.
3. However, when looking all the way down/up, the pilot's head's pitch stops at around where the "dashboard" of the cockpit starts. The stop causes me to feel that my mech's arm can only aim at that point, which is of course not the case. This is especially true once the arm reticle goes behind the mini-battlegrid, in which case i pretty much don't know what i'm aiming at anymore.
I know one argument against this would probably be "but then you'd just be looking at the mech's control panel", but aiming with the arms still has a lot do do with the "feel". You don't have to actually see an enemy mech to know it's just behind one particular screen in the cockpit, etc.
But it just breaks the feel when you're in an intense dogfight and you manage to get yourself on higher ground, knowing you have the drop on the other guy, then having to mentally switch to another aiming mode just to line up that headshot, frantically searching for the mouse's cursor while your mech's twisting left and right. By the time you realize "oh yeah, I'm controlling that circle reticle" your target is already gone.
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so TL;DR -- please increase the vertical looking angles for the pilot's head when in the default, non-free-look mode.
TROLL DISCLAIMER: I'm not asking to increase the arm's vertical aiming killzone, just the angle of the initial free-look when aiming normally.
Edited by rjam, 14 February 2013 - 08:48 AM.













