Forum Discussion
All I know is I'd like to figure out how to make my reticle stop waving back and forth across the target....but probably a totally different kind of oversteer!
Using a HOTAS btw, and assuming it's the heavy spring causing the issue. It takes a fair amount of force to move it, which is the same force that causes you to go too far. Need to get better at rolling into the target, but so far I'm having a really rough time with anything but the gimballed weapon.
- 5 years ago
Thanks for the reply, but I think the problem is more basic - it doesn't have to do with your HOTAS. Also, the "gimballed weapon" and "aim assist" are minor factors. Pretend there was no aim assist. Even though there is some "bullet/laser magnetism," or whatever you want to call it, this is still a game where your weapons point the same direction of your nose. They are not independent. Your weapons direction, your ship's heading, AND your ship's bearing are all one and the same in this game (except when you do Boost and Drift, and your bearing temporarily separates from your heading).
What I am advocating is that they reduce the rotational inertia so that when you put your controller back at neutral (or back in the dead zone), the ship should *quickly* straighten up and point where you want it to point. It should not continue drifting uncontrollably for a second or more! I would estimate that out of a hard turn my Xwing drifts for an entire second (in time) and roughly five degrees (in angle - just guessing there). That is enough to make the old X-wing Series aiming skills go all haywire. It is just too hard to aim out of a quick turn in this game. It is frustrating to not be able to control my ship more exactly. And it happens on every controller type from what I can tell. (I have only used a pretty basic flight stick and a mouse myself.)- 5 years ago
So you basically want to make the already arcadey physics to be even more arcade? It's already on rails enough as it is. It would be super boring if you didn't have to wrestle the spacecraft at least a little bit. That's part of the fun.
- 5 years ago
@RivenAlreadyReg wrote:So you basically want to make the already arcadey physics to be even more arcade? It's already on rails enough as it is. It would be super boring if you didn't have to wrestle the spacecraft at least a little bit. That's part of the fun.
It would be the opposite. The game has its high rotational inertia because gamepads cannot do precision aiming. They can easily be centered (due to deadzone) or pushed to extremes (due to short travel), but holding a precise input is impossible. The high rotational inertia favors rapid, extreme inputs, which is most gamepad inputs. It therefore allows the imprecise gamepad to compete with the precise flight sticks.
The side effect is all precision aiming goes out of the window, so aim assist is needed.
The side effect is that, since there's aim assist, the smaller profiles of TIEs now give them no advantage whatever, and TIEs must now be made tanky because shots that would have missed them, will now hit.
All of this compromising for the gamepad has taken away a lot of the skills such as precision tracking shots (sluggish ship prevents it), and snap shot timing (aim assist corrects it).