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"As to your wii control scheme, yes I loved the MP3 scheme the best out of any console FPS control scheme, but here is a very good question for you, what happens when you remove the lock-on? The lock-on is even more of a crutch than auto-aim. Without it how do you look around? You have to move the cursor around the edge of the screen and thus not keeping the target ON the person as you follow them around. As for the movement, not once in playing MP3 and shooting things did I ever use anything in between forward, back, left, right to the max. You still fail to answer my persistent question, why would you want to move in a diagonal other than the 45 degree one or to move at less than max speed when you are getting shot at?

@greenmedic88

Didn't know that about the Porsche but it's always nice to know. The problem with Automatic isn't the speed of the shifting, it's the fact that it shifts for you, you don't choose when. It's also much more simpler to just press the gas and the break than having to change gears in between, or even more importantly know why and when to change gears."

Depends on the type of ATX in question. If it's a standard slushbox like the one in your commuter car, then yes; they remove the connection any decent, non-pedestrian driver should have with their engine (the kind that watches RPMs rather than the speedometer). When I drive my ATX commuter, the only time I watch the RPMs is to keep fuel consumption down. Frankly, with a regular ATX, there isn't any other point.

But the Tiptronic in the Porsche, like the dual clutch transmission in the new GT-R is a paddle shifter without a foot operated clutch, allowing for instant user operated gear changes, faster than any foot clutch/gated stick.

(For the record, the car I built for racing used a six-speed manual, but speed is speed regardless of whether a foot operated clutch is involved)

As for MP3... glad to hear I wasn't the only one who thought that using the pointer to both aim and swivel wasn't just a bit wonky. And yes, the lock-on function WAS a crutch to fix the inherent problems such a system brings.

And to answer your question, it's to run around in circles of various diameters. PC gamers don't do this; it's always side to side hopping since virtually all FPS games base their moving defense around exaggerated jumping (Unreal), typically in tandem with A and D. Of course Halo does the whole bionic rabbit leaping defense even more.

In real life (which of course has little bearing on the video game rendition), there is no jumping around to avoid gunfire (would be comical to see this). You can either cut left and right at various angles like a running back, or you can round off your angles depending on the terrain and situation.