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Grey Acumen said:
vlad321 said:

 

1) done

2) The problem here is whole you are adjusting your analog in tandem with the aiming and you make the slightest error with the IR pointer, wavering hand, sibling yells, whatever, and you fall of the edge and have to start it all again. I also still fail to see why you would want to be looking around and walking when there is no pressing need to be doing so. If you want to look, then stop and look, you don't need to be moving to do such stuff.

3) I feel like there's a miscommunication here. If you mean you will be strafing in any direction, not just 90 degrees, then I don't see why you are doing that, you can keep your reticule on the target just fine while strafing with a WASD, effectively running circles around them.

4) Of course I'm trivializing it, even for UT2004 an angle of 15 degrees is inconsequential unless they are right up in your face, and that game is damn fast, possibily fastest FPS out there. If we were talking twice that, say 30 degrees, then that would actually have a very noticable effect. If you want look at it as percentages. the main guy is at 90 degrees (up from 75) the other is now at 60 (down from 75). The loss is a grand total of 20%. Meanwhile 20ms is twice as slow as 10ms.

5) Ok I can pitcture the keys part but I really can't grasp the analog stick. Is it set in the X,Z place or the X,Y plane (the game's plane), because if it's in X,Z then all those maneuvers you've been describing, like little perfect adjustments while aiming and all that become needlessly difficult.

2) basically, you are summing the game's state into two fields of "are getting shot at" and "aren't getting shot at" but what about "could be shot at?" maybe you want to look around to check for someone sneaking up on you, but you don't want to stop at that time and present yourself as a target if they are there? It's great if you've already memorized teh entire course ahead of time, but that doesn't help on a course you haven't seen, o perhaps even a course that changes during gameplay (admittedly, I haven't seen any courses that change in teh middle for FPS, but it's likely they don't get incorporated because of the frustration it would invoke since typical FPS on PC can only look where they're aiming)

3) what if there's a wall that intersects that circle you're running? theoretically, you could press forward or back while you're doing this, but i'd rather be able to simply roll teh stick and take teh most shallow angle I can to still get past the wall.

5) the whole thing is at something like a 45 degree angle, so it's actually between those two. I think. It's still upright when relative to the position of your thumb, so it's no different than taking a PS2 controller and turning it sideways while you hold it. Your thumb still sits on the analog stick the same way.

 

2) You get shot at, you quickly do a back step, turn your mouse 90 degrees and continue going using A and D to dodge attacks.

3)So there's really no difference here since it doesn't matter whether you how you get there as long as you get there, but in any case chances are that you will hit the wall before seeing it and have to move up using the analog or W, same effect.

5) Have you tried to control characters while holding your controller sideways extensively? The transition of the character from his plane (just x,y) to the controller drastically changes things, you get used to it with practice but there's always that hesitation to make sure that up is left(?) and down is right, and all the little motions in between.



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

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835