So I get why chained aiming is there for vehicles and turrents for controllers. But I really want the option to turn it off in the options menu. Just a toggle
Chained aiming? Not sure what you’re talking about there. Do you mean the bullet magnetism?
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> Chained aiming? Not sure what you’re talking about there. Do you mean the bullet magnetism?
Here’s a link to a video to show what I mean. It’s for halo 3, but it applies to infinite as well.
Basically the speed of the camera is ties to the speed at which the vehicle’s gun moves. But since some vehicles don’t have guns that you can shoot at the same time, it feels weird to me. Especially for me considering I use gyro aiming by using steam and binding the gyro to mouse movement. It feels slow
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> > 2533274810177460;2:
> > Chained aiming? Not sure what you’re talking about there. Do you mean the bullet magnetism?
>
> Here’s a link to a video to show what I mean. It’s for halo 3, but it applies to infinite as well.
> Halo 3 Camera sensetivity problem - YouTube
>
> Basically the speed of the camera is ties to the speed at which the vehicle’s gun moves. But since some vehicles don’t have guns that you can shoot at the same time, it feels weird to me. Especially for me considering I use gyro aiming by using steam and binding the gyro to mouse movement. It feels slow
If there was a reason I could imagine this being the case, aside from balancing to keep M&K players from being able to turn a vehicle’s turret 180° instantly at any time, it could be to prevent bugs when driving.
Since vehicles have a locked turn radius, and most of these games were programmed with controller inputs in mind originally, I could imagine there being issues when your vehicle is trying to turn in the direction you are facing when that direction snaps to crazy angles constantly. Like lots say your Warthog is arcing to the right in order to line up with your camera, which is turned 170° to the right, but then you shift your aim another 30° to the right mid-turn and now your reticle is actually past the center rear end of your hog. The Hog would probably then suddenly jerk into a left turn instead of continuing to smoothly go right.
Something like that would be a pretty common issue with M&K controls.
Also vehicles that hover in place like the Wraith, Wasp, and Ghost could very easily become busted, since they are capable of turning in place, and without a turn speed limit and a limit on how you can move your aim they would either instantly snap in the direction your facing, which would be ridiculously busted on the Wraith in particular, or they would be really easy to accidentally make wiggle left and right and fail to actually turn around as you move your mouse around trying to lock a target behind you. Thus wasting a ton of time on what would otherwise be a simple 180° turn.
That at least, is why I think it’s handled the way it is. If it’s more about comfort of operation than it is about the vehicle turning around too quickly to be balanced, an option to give free-aim to them might be alright. But if free-aim is disabled because it would allow crazy snappy turns and mess with game balance I think it’s best there’s no option at all.
> 2533274810177460;4:
> > 2535462259616042;3:
> > > 2533274810177460;2:
> > > Chained aiming? Not sure what you’re talking about there. Do you mean the bullet magnetism?
> >
> > Here’s a link to a video to show what I mean. It’s for halo 3, but it applies to infinite as well.
> > Halo 3 Camera sensetivity problem - YouTube
> >
> > Basically the speed of the camera is ties to the speed at which the vehicle’s gun moves. But since some vehicles don’t have guns that you can shoot at the same time, it feels weird to me. Especially for me considering I use gyro aiming by using steam and binding the gyro to mouse movement. It feels slow
>
> If there was a reason I could imagine this being the case, aside from balancing to keep M&K players from being able to turn a vehicle’s turret 180° instantly at any time, it could be to prevent bugs when driving.
>
> Since vehicles have a locked turn radius, and most of these games were programmed with controller inputs in mind originally, I could imagine there being issues when your vehicle is trying to turn in the direction you are facing when that direction snaps to crazy angles constantly. Like lots say your Warthog is arcing to the right in order to line up with your camera, which is turned 170° to the right, but then you shift your aim another 30° to the right mid-turn and now your reticle is actually past the center rear end of your hog. The Hog would probably then suddenly jerk into a left turn instead of continuing to smoothly go right.
>
> Something like that would be a pretty common issue with M&K controls.
>
> Also vehicles that hover in place like the Wraith, Wasp, and Ghost could very easily become busted, since they are capable of turning in place, and without a turn speed limit and a limit on how you can move your aim they would either instantly snap in the direction your facing, which would be ridiculously busted on the Wraith in particular, or they would be really easy to accidentally make wiggle left and right and fail to actually turn around as you move your mouse around trying to lock a target behind you. Thus wasting a ton of time on what would otherwise be a simple 180° turn.
>
> That at least, is why I think it’s handled the way it is. If it’s more about comfort of operation than it is about the vehicle turning around too quickly to be balanced, an option to give free-aim to them might be alright. But if free-aim is disabled because it would allow crazy snappy turns and mess with game balance I think it’s best there’s no option at all.
Yeah I think you are misunderstanding it. I mean your points are valid. But M&K have an unchained camera, only controllers have a chained camera. Meaning you can change the sensetivity for M&K and your sensetivity would change when in vehicles and using turrents. Just not with controllers. They will always have the same sensetivity.
So you could turn 180 degrees easily if your using M&K