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Grey Acumen said:
vlad321 said:

 

1) Onyxmeth already answered this, I'm not comparing just keyboard to a dual analog, I'm comparing the wasd to a single analog stick, single analog wins. What point is there to moving at a speed between 0 and Max? Well, that seems pretty obvious to me, you see, I usually do only move at 0 or max except I don't ONLY move in straight ahead or left/right. There are 90 freaking degrees between straight ahead and left, and I feel it is perfectly reasonable to have access to all of them, as well as the other 3 sets of 90 that go between the 4 base directions and perhaps even the .5 degrees between them.
If I wanted to run straight ahead, but 5 degrees to the left, while shooting at something 45 degrees to the right, I should be able to do that, using the WASD keys and mouse, I would have to use some odd staggered pattern of 1 step to the left for every 5 steps forward, except in order to aim at what I'm shooting, I have to switch that partway in teh middle so that I'm going 2 steps to the right for every 5 steps, then 1 to 1 then 5 left for 2 stright ahead, etc. with Analog and mouse, I can aim, and as my mouse turns the camera so I'm facing in another direction, all I need to do is just rooooollllll my thumb in time with the camera and it will be just as much smoother than wasd as it is when you compare aiming with the mouse vs aiming with an analog stick.

2) You used lock on? Why? If you had adjusted your options to teh advanced controls, you could have made your camera more sensitive to the camera and been able to turn quickly without moving it all teh way to the edge of the screen, which allows you to line up your pointer with teh enemy as they come into view. The only thing I felt was lacking from MP3 was some way to do quick 90 degree turns, but they could have used the motion controls to do that (if you point the wiimote at teh edge of the screen and flick teh wiimtoe in that direction, it gives you a quick 90 degree auto turn, 2 flicks = 180)

3) This I call BS on. Or failure, it's your choice. Are you seriously trying to tell me that you NEVER had your analog stick maxed out at any other position besides 0, 45, 90, 135, 180, 225 and 270 and 315 positions? You never had the analog stick at say 30 degrees? or maybe rolled it from 0 to the 90 position, thus hitting all this positions inbetween momentarily? Sorry, just don't see it happening, and even if it did, that just means YOU don't benefit from the analog stick, not that other people can't.

4) Go put on a neck and back brace, now run around outside WHILE looking at stuff. Every time you turn your body to aim at something you must move only at 45 degree increments. You either have to keep running straight ahead, or you have to run at 45 degrees only. Does this sound difficult? congratulations, you've passed the first step. Now take off the back brace, instead of the wasd keys representing your whole body, the analog stick will represent your lower body, assume that any direction you pick is striaght ahead, you can look around in any direction(aiming) while still being able to continue running(analog) in the same direction regardless of how you are facing(aiming)
That is the difference between WASD keys and Analog stick. If you don't feel any way that can benefit, it's probably because those lovely FPS have their levels designed so that's not an issue. Really, it's the same thing as FPS games for consoles incorporating autoaim, it's just something less obvious because the handicap is implemented on an environmental level rather than a personal level.

Ickalanda said:

On a keyboard the movement reaction is instant where as an analogue stick has a "slowdown" moment where the joystick is still crossing over through the slower movement section then accelerating into the new direction, a keyboard reacts immediately.

you raise a good issue, except that usually is only for games that are designed for keyboard to begin with. When the game is designed for analog stick from the very start, the speed generally remains consistent through the entire arc of motion, you don't have slow downs and then speedups as it moves between points on the axis. Even then, that issue is easily negated simply by moving the control stick faster from one axis to the other.

 

1) Why do you wanna move 5 degrees to the right while oging forward is my question? It doesn't move you out of the line of fire nearly as fast as a direct right strafe. You just end up being shot at and dead.

2)Because if it was the advanced setting the friken screen would not stop moving unless i had the reticule dead center, which never happens. Hard to enjoy the scenery when you can keep the visor still.

3)Why does it matter if I hit all the positions momentarily? I want to do a hard left not a nice graceful arc. The rest goes back to point 1), I don't see the need to be moving in any angles other than the 90 degrees when facing a person. Anythign else gets you shot or isn't enough advancement forward.

 

4) Please enlighten me, how exactly are levels different when made for analog sticks and not WASD? Any Halo/GoW/Reista/you name it shooter has had the exact same level layouts as PC FPS games. Also I'd love to see ANYONE pull off smooth transitions between their aiming and moving with dual analog sticks, such that they continue moving in a straight line as they aim around, then I want them to do that and jump.

 

@OP

There is no reason why you'd need slow movement in a FPS game. It's either max, nothing, or die.



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

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