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There's a HUGE bug (or silly feature) with the mouse input in air vehicles that's making aiming PAINFUL in #battlefield 6 Fast mouse inputs get translated to continuous inputs that KEEP GOING until the entire mouse movement is caught up on. This can't be intentional, right? Eddie Kevin Johnson...

156,865 просмотров • 9 месяцев назад •via X (Twitter)

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The new Battlefield 6 Helicopter "rifleaim" just dropped. Introducing: AssistedAim. We all skipped this setting because we want to fly manually. But you can't freelook and steer at the same time on manual flight. The freelook aiming has to be deleted. More details on why: The vehicles in BF6 are a mess. The strength of a helicrew should come from the positioning of the pilot and from how he deploys his gunner. Pilot damage output was always just an auxiliary force to aid with the destruction of a vehicle. Piloting skills are rare in the community. This new assisted flight setting makes it braindead easy to fly a helicopter and lets you position and employ your own weaponry BETTER than the manual setting. The worst part: These rocket pods. They are MADE to farm infantry, FASTER than your gunner can. Go back to having to fly the helicopter yourself, having to AIM your nose to deal damage, and having to carefully balance the helicopter to position it around cover, and you will find that the 250 kill manhattan games that are popping up recently will remain the exception, and not become the norm. One usual downside to inaccurate flying skills would be that the gunner would have a hard time hitting (as seen in BF2, BF3, BF4, BF2042) but the new camera stabilization in BF6 makes this completely irrelevant. You just zoom and hold the mouse button. It's not fun for anyone but the person racking up the kills. In its current state, the helicopter needs to be nerfed. But it's currently kept in check by the lightspeed RPG which, in turn, makes tanks unplayable; as well as the braindead easy TOW which harrasses jets and helicopters from anywhere equally without even giving them a chance to dodge it. Oh, and did I mention the jets that have a 200ms TTK on the helicopter, and thus on each other? It's just a rolling avalanche of balancing issues that currently most people that loved vehicle gameplay in prior battlefields I talk to, do not find very fun or engaging. You have once again concocted an ecosystem that is flawed in its entirety because you wanted to reinvent the wheel. I do NOT want to see what the littlebird scout helicopter, if it is added, would look like on this control scheme. As per usual, less would have been more. Kevin Johnson Florian - DRUNKKZ3 Eddie David Sirland

Hieb

374,161 просмотров • 9 месяцев назад

Folks, here's another little design exercise that I spent the last few hours on 👍 This is based on a thesis I had for basically a decade now: Aiming in FPS games with the right analog stick is quite bad. Your thumb has maybe 1cm of travel on a tiny stick, fighting a spring, trying to make precise micro-adjustments AND fast 180-degree turns with the same input. If we're being honest, that's a terrible interface for the task. Your wrist, on the other hand, has roughly 180 degrees of rotational range, uses your entire forearm's muscle groups, and can make both ultra-precise micro-corrections and fast sweeping motions naturally. It's why mouse aiming destroys stick aiming: You're using your wrist and arm, not your thumb. So the thesis is simple: what if we just used wrist rotation directly as the aiming input? No VR headset, no special hardware. Just hold an old Switch1 Joy-Con in your right hand and rotate your wrist. Small rotations for precision tracking, larger rotations for fast turns. Recoil kicks the camera up and you instinctively tilt your hand back to compensate, etc. To me, it just feels right. I built a little prototype to test this. It has 4 weapons with some recoil, cover you can lean around, jump/crouch, lock-on targeting, ammo management, blablabla. The whole point is to see if this input method feels as good in practice as it does in theory. The aiming algorithm handles all the shitty stuff: Dead zones against shaky hands, auto-clutching when you unwind your wrist, asymmetric sensitivity because human wrists rotate further inward than outward, response curves for precision at low speed without sacrificing fast flicks, etc. I made a quick video to show the prototype in action. And if you wanna try it yourself, I put a small zip file up here that contains the executable:

thomasmahler

11,678 просмотров • 4 месяцев назад