Merc Aiming Sensitivity

Started by crossfadex, December 31, 2009, 06:31:03 AM

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crossfadex

I've seen talk about how the spy ran too slow in CT. I don't believe so at all; I believe that its that the Merc could look around wayy to fast!

I've been playing the Xbox SvM for 5 years. I started to play CT on the computer because it has more options and more people that seem to play it. I was COMPLETELY turned off to the PC version because of how the Merc plays like any other FPS. They don't even have to watch their back as much because they can turn around in a complete instant. I just don't quite see how fair that is, and I do personally believe this game is designed with the console gamer in mind (look at how much Ubisoft has ignored PC gamers).

And yeah, I know the mouse is a lot more accurate at aiming and all that. But I can still headshot the hell out of everyone with my SMG on the xbox, anyone I've played could tell you that.

Idk, I just don't have interest in the PC version for that reason, and was wanting to start a discussion about it. I'm assuming Mercs will be like that in PS too huh..

Roberto1223

i hadnt ever heard anybody complain about spies' running speed.  maybe climbing speed yeah but running speed was pretty good.

maybe you can adjust axis sensitivity on your xbox controller too. its not such a big deal. thats what options are for. they are meant to help people adjust the game to their needs. and nah i dont think limiting turning speed is cool at all... cause turning fast is essential for a game where one needs eyes on the back of the head.

Succubus Dryad Of The Undying Comet

Well I think you're wrong.
Spies were overpowered on the consoles because of that.

crossfadex

hm. I've just always thought that feeling bulky and slow, with slow sensitivity, was a huge disadvantage to the merc. And giving him full range of that movement gives him more advantage.

I just think its harder on the spy. While sneaking passed a merc with his back turned, the merc could easily turn around in an instant.

Im not sure; maybe I just haven't played the PC version enough, but I see this as a big deal.

Westfall


Spark Mandriller

Wasn't there a turn 180 button on the Xbox version anyway? I'm pretty certain I remember people talking about something like that.

frvge

Yes. Consoles had a quick-turn button. Mouse is more accurate and probably faster.
We will probably not change the Merc's turning speed. People can decide for themselves how fast they want to turn by adjusting mouse settings. The slower, the more disadvantage of course...
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

LennardF1989

#7
I would like to correct Frvge, there will probably a max turning speed, just like the max rotation speed of the spy, which is essentially the same only in 3rd person.

It pretty much works like this (for the spy):
- Spy can suddently move his camera an other way below the max rotation speed treshold.
- When the angle of turn is bigger than 120 degrees (if recall correctly), you stop moving and wait till you rotated.

- Spy can also suddently move his camera an other way but go above the max rotation speed treshold.
- In such a case, it doesn't matter if your angle is smaller than 120 degrees, you just stop[ moving and won't rotate faster.
- Besides that we also have an option to "unclip" the camera. What this does is leave the spy behind the camera rotation if you go beyond the max rotation speed, this instead of slowing down your camera rotation dynamically. With slow rotation speeds, this works pretty neat, but the spies rotation by nature is very fast so we have the dynamic way.

All in all, we will probably have a same kind of ruleset for the mercenary.

MR.Mic

#8
Quote from: LennardF1989 on December 31, 2009, 02:42:12 PM
I would like to correct Frvge, there will probably a max turning speed, just like the max rotation speed of the spy, which is essentially the same only in 3rd person.

It pretty much works like this (for the spy):
- Spy can suddently move his camera an other way below the max rotation speed treshold.
- When the angle of turn is bigger than 120 degrees (if recall correctly), you stop moving and wait till you rotated.

- Spy can also suddently move his camera an other way but go above the max rotation speed treshold.
- In such a case, it doesn't matter if your angle is smaller than 120 degrees, you just stop[ moving and won't rotate faster.
- Besides that we also have an option to "unclip" the camera. What this does is leave the spy behind the camera rotation if you go beyond the max rotation speed, this instead of slowing down your camera rotation dynamically. With slow rotation speeds, this works pretty neat, but the spies rotation by nature is very fast so we have the dynamic way.

All in all, we will probably have a same kind of ruleset for the mercenary.

I think this is a very bad idea for the merc.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

frvge

We'll make the Merc just like a normal FPS. Player controls how fast he turns.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

MR.Mic

Either way, we will have extensive testing and adjustments when the time comes.
Any serious problems that arise in public beta will be addressed.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Snakebit.

QuoteI would like to correct Frvge, there will probably a max turning speed, just like the max rotation speed of the spy, which is essentially the same only in 3rd person.

It pretty much works like this (for the spy):
- Spy can suddently move his camera an other way below the max rotation speed treshold.
- When the angle of turn is bigger than 120 degrees (if recall correctly), you stop moving and wait till you rotated.

- Spy can also suddently move his camera an other way but go above the max rotation speed treshold.
- In such a case, it doesn't matter if your angle is smaller than 120 degrees, you just stop[ moving and won't rotate faster.
- Besides that we also have an option to "unclip" the camera. What this does is leave the spy behind the camera rotation if you go beyond the max rotation speed, this instead of slowing down your camera rotation dynamically. With slow rotation speeds, this works pretty neat, but the spies rotation by nature is very fast so we have the dynamic way.

All in all, we will probably have a same kind of ruleset for the mercenary.

This is a bad idea . Merc will be dead meat specially against faster spies and taz , flash , smoke aggro even more so against 2 spies .

If there is a limit to how fast he can turn , the spy will just have to adjust and easily grab him knowing he can't turn around faster than X speed , the reason it was hard to grab a merc in a 1vs1 in ct that spy couldn't guess faster where mercs back would be since he could turn it instantly .

MR.Mic

Quote from: Snakebit. on January 01, 2010, 05:12:34 PM
QuoteI would like to correct Frvge, there will probably a max turning speed, just like the max rotation speed of the spy, which is essentially the same only in 3rd person.

It pretty much works like this (for the spy):
- Spy can suddently move his camera an other way below the max rotation speed treshold.
- When the angle of turn is bigger than 120 degrees (if recall correctly), you stop moving and wait till you rotated.

- Spy can also suddently move his camera an other way but go above the max rotation speed treshold.
- In such a case, it doesn't matter if your angle is smaller than 120 degrees, you just stop[ moving and won't rotate faster.
- Besides that we also have an option to "unclip" the camera. What this does is leave the spy behind the camera rotation if you go beyond the max rotation speed, this instead of slowing down your camera rotation dynamically. With slow rotation speeds, this works pretty neat, but the spies rotation by nature is very fast so we have the dynamic way.

All in all, we will probably have a same kind of ruleset for the mercenary.

This is a bad idea . Merc will be dead meat specially against faster spies and taz , flash , smoke aggro even more so against 2 spies .

If there is a limit to how fast he can turn , the spy will just have to adjust and easily grab him knowing he can't turn around faster than X speed , the reason it was hard to grab a merc in a 1vs1 in ct that spy couldn't guess faster where mercs back would be since he could turn it instantly .

I agree completely. I didn't even think about the fact that even with instant-turning ability, a CT merc was basically dead against two proficient aggro spies going for a kill. Nerfing the rotation speed only ensures this.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

YaYz0r

From what I have seen of the Xbox version of CT, it looks like the controls and how the game plays in general is bad compared to the PC version of the game. There are many things in CT on PC that can be improved, I know that, but the mercs' turning is definitely not one of them.