Re: In Season 6, FOV altering abilities mess with your sensitivity
@Harpotos wrote:How do you get 450 degrees from 360 (full spin) + 180 (half spin)?
Did you accidentally add 360 + 90 degrees?
My bad. I misremembered, or maybe got confused with the 180 degrees you mentioned in YT.
@Harpotos wrote:All I am asking for is a multiplier, because this adjustment is so extreme at 90 FOV that it make Octane awkward to play, as you have to be used to two widely different hipfire sensitivities, which feels much more awkward than actual zoom multipliers that are tied to weapon sights / scopes.
They should definitely add a custom slider for this indeed, just like with the rest of the FOV changes (ADS).
@Harpotos wrote:Also, imagine you are playing a game as Octane and you just popped a stim. Right after that someone shoots you in your back and you have to do a quick 180 degree turn. At that point you are used to the unstimmed sensitivity, so you do the full movement required with the lower unstimmed sens. Bam, suddenly you over aim by up to 90 degrees.
This is a valid concern. Almost all of us ignore vision for flicking and use muscle memory alone when doing a quick 180, since you don't see what's behind you. Guess I'm used to the FOV change that I never notice this in game anymore.
@Harpotos wrote:but it's a shame that he is so affected by this + he has the issue of not being able to melee during the ending of stim animations.
Ngl the FOV change has never been an issue for me and for the popular Octane streamers that I watch.
What bothers me the most currently is the insane Wingman recoil amplification during stim which only happens with an optic sight.
I think the mods didnt consider giving attention to this because it's not really a bug report. More of a suggestion. So the bug report team doesnt know what to do with it. Or maybe EA just doesnt care unless it's a severe bug that prevents thousands of people from playing. sigh