| KylieDog said: You make turning boxes small, aim at centre screen which is most of the box area covered by target, even when turning the aim is still pretty much centre screen. Press target lock...camera locks onto enemy...since boxes so small and aim is middle screen...auto-aim. |
Doesn't work that way at all. As I said, target locks only lock the camera in a single position (usually focused on the target. But a bounding box is not taken into account when you have a target lock (meaning you can point all over the screen with no camera movement). So matter what size you adjust the bounding box, it's irrelevant because the bounding box dimensions are ignored under a target lock.
Prove me wrong with a video clip.
| KylieDog said: FPS games aren't just about aiming. Movement matters a lot and this is hindered hugely with nunchuck and pointer controls, the reason target lock on was created for pointer control games, so you could move properly while aiming, since ithout target lock you cannot turn, move and aim freely due to aiming and turning being combined. |
Hang on a minute. Are you trying to tell me that with a dual analog set up, you can turn your character, move the camera and aim all independantly? Explain to me again how you obtain 3 independant axial motions from 2 analog sticks. Is not the right analog stick mapped to both camera and aiming concurrently? As in not independant?
The rEVOLution is not being televised







