UltimateUnknown said:
I think you sir have gotten very much to the root of the issue I was talking about with that statement above. Its exactly this assumed default position that I find is so important in FPS games. Normally when I point at something with the second analogue stick while aiming down sight or otherwise, I can pretty much bring the second analogue stick to the default position to the middle while shooting the guy keeping my gun on screen absolutely steady and on point where I just aimed. This is exactly what I can't seem to do with the Wiimote perfectly, as there is no assumed default position with the Wiimote, so you kind of have to hover your hand in midair (even when resting your elbows) which makes it difficult sometimes to keep your crosshairs/iron sights steady at whatever you are shooting at. I know this feels very digital, but I think its an important feature in FPS which allow both KB&M and controller users to sort of lock on and don't have to worry about anything else, while MC users still have to keep the gun in place, because as you said they can't just drop the Wiimote from their hands and hope they would still be on target. Thanks for your insight though, it helped me understand the issue a lot more clearly. |
Well I will still have to put most of that fault with your position or your unsteady hand, as I don't have any of the same troubles once I custom fit the controls to my liking. Your position will depend on your gaming setup of course, but if possible I suggest trying to rest you wrist on yourself (or something else), not just your elbow. When you wrist is in a planted position, you can create your own default centre wherever your wrist feels the most comfortable... And assuming the PSmove pointing is as sensitive as Wii remote (though given the Skyward Sword method of pointing uses similar tech to PSmove without the camera.. and it gives much more leeway... I am not sure if it is till I try it) you only have to twist your wrist slightly to do what you want, and releasing the muscle tension used to turn your wrist will naturally pull the pointer back to the default zone (inside the bounding box so that your character is not turning or looking up/down)
If the controls are fully customisable, the only difference in your scenario between pointer controls and dual analogue is that you can't shift your position (your own, not talking about the character here) once you lock on with ADS view. unless you are unusually restless though this generally shouldn't be an issue.