The problem with Metro is certainty not mouse smoothing, which essentially averages the input of a ball mouse out as we both agree, right? The problem with Metro is the odd ratio between the X and Y sensitivity, which exists for controllers not mice, and how the game applies huge negative acceleration especially when moving in a diagonal plane. Common practice when designing around a controller and you need to make sure your algorithms handle it properly and disable/correct for mice. Metro was never going to be a PC exclusive at any point in it's existence so I'm not sure why you're inferring that to be the case either. There is absolutely no way to change it to boot unless you know something it seems the entire internet does not? Feel free to share.Strelok said:I'm sorry, I was under the impression you knew what you are talking about. What you are describing in Metro 2033 is mouse smoothing or mouse interpolation. Used by developers that support a wide range of hardware some of which may be older input devices (ball mice) such as say the Ukraine where most of 4A games developers are from. It's in your own mind you are creating this fantasy that what you are seeing is pure support for controllers, which is laughable. Especially from the likes of 4A you know the former GSC employees. I guess you are right though, you didn't mention mouse smoothing, but only because you didn't know what it was, or how to turn it off apparently.GoaThief said:Right, because if you design a multi platform game you're going to base it around a k/m input method? Err, no. Also, if you believe game design and implementation into a build is exactly the same for each input method, and is as simple as flicking a switch you really need to get educated.
Try this in my little example of Metro 2033; move the mouse along the X axis a few times. Stop and move it up and down the Y. Now move it diagonally, notice anything odd? You should. This is because the game was designed around a controller input and m/k an after thought which was never implemented correctly. Compare that to something like Quake Live and having direct input selected, do the same there. The difference is huge.
I don't believe I mentioned any kind of auto aim or assist anywhere, would you like to point it out please? Ditto mouse smoothing.
Interesting aside you're probably not aware of either, there are quite a few console shooters that don't have any kind of aim assist. Shocker, I know. :O /roll eyes
Also nice assumptions but I am a multi-platform gamer, I don't think I have ever encountered a console FPS that didn't have auto aim or aim assist on by default, and most often with no option to even turn it off or lower the intensity of the aim assist. So how about some examples from your massive list?
I think the easiest thing to do is reconsider who it is I'm exactly addressing in that post. I probably have not conveyed that exactly well, so I can only hold up my hand and apologise for quite possibly wasting your time as well as mine. I was making the points within the context of this thread, and at a particular group who hold open contempt and oddly unbridled hatred for anything other than a mouse and keyboard. It is not addressed at people who simply prefer a m/k and have no qualms with what other people choose to use as an input method. I have no objections to that whatsoever and why should I? Hope that clears it up.Amir Kondori said:/lots of stuff
Haha, that's me by the way and the fov is 110. Have binds on 1, 2 and 3 that change it on the fly. 110 is my preferred/default for movement and general fraggery and is on 2, 1 is for maps with long range requirements or I'm being all sneaky and playing under an alias as my movement and fov kind of give the game away to some. 3 is 140 or 135 IIRC which can be useful when moving fast, especially on corners and you need to keep an eye on someone camping their sorry arse off. That one is probably my least used but it can come in handy.gmaverick019 said:holy shit, dat FOV, hugeeee. normally i can't stand fps platforming but that isn't as dreadful as some games i've played. still that person is pretty good. also i agree with your first post about a lot of things adding up in that equationGoaThief said:"Should" being the operative word! Haha, if only those options were available but the vast majority do not, we're lucky to have ansio options in some games so I don't hold much hope for things to change.TelHybrid said:With sensitivity and x/y ratios games should typically have settings so you can customise them. I get what you mean though. Also in regards to Mirror's Edge, I prefer a controller for that game. It's based more on movement than aiming and the actual shooting isn't the main aspect of the game.GoaThief said:I play the vast majority of FPS with a controller these days as they're made with them in mind. Borderlands, Metro, Mirror's Edge, Bioshock, Duke Nukem Forever, the list goes on... most are borderline broken, some even outright like Metro with a mouse and keyboard due to weird sensitivity issues and odd XY ratios. I use a HDTV too so there's that also.TelHybrid said:.
Anyone who thinks a controller is better for FPS by the way... aim assist. Enough said.
Sure, I'm much better with a mouse and keyboard and wouldn't play a hardcore multiplayer title without one but for the rest of the time a controller is the better option for multiple reasons. To be brutally honest I'm put off if a game doesn't support a controller and will think hard over if it's worth it
I sometimes will use a controller for FPS too (e.g. playing local split screen games). I don't think it's unplayable, just not as good and not an optimum scheme for aiming. For movement it's great.
Just as well for you controller support is kind of a standard these days.![]()
I actually find advanced movement from a first person perspective easier with a m/k, love me some defrag, jump maps and first person platforming:
Nearly all that stuff would be impossible with a controller, except for the double jumps but they'd be very linear and without bunny hop.
OT: personally i believe most "twitch" shooters and just MMO's and RTS's in general are better with KB + M on computer, you're probably going to get your shit rocked if you use a controller online vs other KB + M users, and those genres/games are pretty fucking huge on the PC, therefore, unneeded superiority issues.
I have a wired 360 controller that works great for some games that i prefer a controller for, and i don't see the problem with using whatever is most comfortable for you.
This question was answered when the Shadowrun FPS game was released. It had servers that had cross platform 360/PC play. PC players stomped out 360 players every single time. For online shooters on the PC using a controller is a moronic thing to do. Any other kind of game, even shooters that don't have online play, PC gamers don't really mind using a controller.00slash00 said:Periodically I see people taking about using a controller to play PC games. Sometimes I see people who prefer to use a controller but more often, I see people complaining about the fact that they need a controller to play in correctly. I never really understood why so many PC gamers have a problem with playing their games using a controller. I remember back in the early to mid 90s, when owning a joystick was practically a requirement for PC gaming. Owning a usb controller seems to be the modern day equivalent of a joystick, in the sense that so many games (mostly ports) require once for the best gaming experience. So why do you feel/think there's more opposition from PC gamers to using a controller, than there was to using a joystick?