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Mass effect mouse acceleration
Mass effect mouse acceleration










mass effect mouse acceleration

Any attempts to simulate gun weight or difficulties with aiming should focus on the where you gun is aiming and not affect the direction you are percieving or facing. Now mouse acceleration would be a big change but I believe that with some additional changes to fix those things it would be a change for the better, especially when concerning CQB.Īctually I for one would be quite happy with it. If there is a threshold of weight that would apply some kind of mouse acceleration how would something like an m16 be made different than an mp5 or a glock in terms of handling? How will different weapon weights effect the handling of the weapons. How will instant 360's be prevented (or would they at all?) How will long range aiming be made more difficult? Its already too easy to quickly shoot accurately at range, this change would make it even easier - a firefight's worst nightmare. First reaction is YAY! close combat is going to be fucking awesome! But then there's the negatives mentioned. Well, I would have mixed feelings about that. From a certain threshold, weapons weight should have negative effect on close combat efficiency and we plan to introduce that in some form yet, just need moar time for experiments. This means Arma3 handles like a standard fps in regard of mouselook (so yeah, like CoD too) It will undoubtedly create lot of controversy, mainly by increasing the pace of close range combat (actually measured) So far it was well-received among BI team members, testers and consultants, however I can imagine this being a nightmare come true for some people (I won't be pointing fingers, metalcraze ).īe advised the matter of aiming with heavy weapons is not closed yet.

mass effect mouse acceleration

This means Arma3 handles like a standard fps in regard of mouselook (so yeah, like CoD too) It will undoubtedly create lot of controversy, mainly by increasing the pace of close range combat (actually measured) So far it was well-received among BI team members, testers and consultants, however I can imagine this being a nightmare come true for some people (I won't be pointing fingers, metalcraze :D).īe advised the matter of aiming with heavy weapons is not closed yet. (in Arma2 it was totally unpredictable - see OP) If you draw a square with your mouse by any speed, your character's aim describes the same square too. So far, in E3 build, there is mouselook 1:1 with no weapon lag - player's avatar aim is directly linked with mouse movement, with no artificial limitations forced. Since I've been made, I can just as well elaborate on the subject and give you guys some headsup. Maionaize> Nice, I haven't seen that one. Here's some examples of how the negative mouse sensitivity makes shooting quickly, even at close ranges, very difficult and unatrual. On the other hand if the player moves slowly he can get accurate shots, but really it is no longer snap shooting and doesn't allow for the quick split second action of CQB. This is because if the player moves fast he looses control and misses, as the mouse basically changes in sensitivity. Normally in game this isn't much of a problem, but when it comes to CQB, it is a huge drawback as it prevents quick/accurate snap shooting that is possible in reality. This mouse acceleration makes it so every distance you move your mouse could translate to a different distance on the screen depending on how fast you moved it. Notice how the weapon seems less responsive/sensitive when the mouse is moved quickly.

mass effect mouse acceleration

In this case the slow movement would rotate him further and the quick movement would rotate him less. Basically, if you move your mouse x cm on your pad slowly and then move your mouse x cm quickly, the avatar in game will move his weapons a different amount of distance.












Mass effect mouse acceleration