New vehicle-gunnery controls

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: New vehicle-gunnery controls

Post by Rudd »

I can't actually think of an equivalent piece of PC gaming hardware LOL
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ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

Dr2B Rudd wrote:because the AAVs are one man and therefore need 2 control interfaces..
Ah ok, I wasn't talking about AAVs specifically, but I stil don't see a problem. Mouse and WASD - it's still 2 control interfaces
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: New vehicle-gunnery controls

Post by @bsurd »

ShavenRaver wrote:I may have misunderstood, but I think we're just talking about main turret controls, not the MG



The idea of using jet-like mouse controls means that it may actually be easier to track moving objects - possibly at high magnifications too. Current mouse control requires a steady, continual hand movement - virtually impossible at high magnifications.



Again, with jet-like mouse controls the turret CAN move at different speeds. Unlike the WASD method that relies on acceleration over time.
I only tested the mouse flying a very short time because im a stick user...

But i think its very hard to get it centerd in again after turret moving.

But i think only a test can show if its good to handle or not.

And i think this tread was about make it more realisatic or harder to use the turret / Tracking to solve the "tank sniper" Problem.
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: New vehicle-gunnery controls

Post by Mora »

PR needs a sort of aimbot for tracking. Dont get me wrong not intended for cheating.
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

@bsurd wrote:I only tested the mouse flying a very short time because im a stick user...

But i think its very hard to get it centerd in again after turret moving.
I discussed how I thought that it could be easy enough to centre the turret (stop it moving) here
@bsurd wrote: But i think only a test can show if its good to handle or not.
I agree - would love to see it in action. I'm promoting this suggestion, but I have no real idea if it'll work or not
@bsurd wrote: And i think this tread was about make it more realisatic or harder to use the turret / Tracking to solve the "tank sniper" Problem.
Yeah, I think so - and the WASD suggestion

Although I'm saying that my suggested mouse controls could result in easier tracking of vehicles, it's only easier if the target is moving at a constant speed. Vehicles taking evasive action are more likely to survive.

The crucial change in gameplay that would arise from my suggestion is that a tank's reaction time to targets would be augmented. Giving the nimble a fighting chance
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: New vehicle-gunnery controls

Post by Tirak »

When you can successfully recreate a tanks fire control system and interface with the BF2 engine, I will consider your idea, until then the accuracy needed due to lack of stabilization and fire control computers is the sort only a mouse can provide.
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

To be clear, I AM advocating using the mouse as a primary controller for the tank turret - just not in a point and shoot kinda way

I'll admit, targeting on the move is out of the question with the BF2 engine, but I think the targeting is predicable enough already to simulate a targeting computer.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: New vehicle-gunnery controls

Post by Solid Knight »

I've been flying with the mouse since BF2 came out. It is extremely difficult to center the mouse again and as such you will constantly be wobbling your turret around. Aiming would be real hard when it comes down to actually shooting something.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: New vehicle-gunnery controls

Post by Rudd »

WASD coupled with the FCS of combined arms mod = win, epic revive
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Scar
Posts: 52
Joined: 2009-01-02 22:05

Re: New vehicle-gunnery controls

Post by Scar »

I agree with DR2b Rudd ... epic!
"La primera baja en una guerra es la verdad"
- Scar -
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: New vehicle-gunnery controls

Post by Hunt3r »

For some reason the turret turn rates don't feel quite right though.
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: New vehicle-gunnery controls

Post by TheLean »

ShavenRaver wrote:I'm just putting my idea out there again...

NO to mouse controls as they are
NO to WASD
YES to mouse controls like jets!!

Explanation (to those that don't do jets): Upon entering the turret, your current mouse position is centred. Move your mouse to the left or right of the centre position and hold it there. The turret will then continually rotate in that direction. To rotate faster, move the mouse further from the centre position. To stop rotation simply bring the mouse back to the centre position. The same applies to the up/down axis.


It's good because:

1, It's not as easy as 'point and shoot'
2, It better emulates real joystick control
3, Tracking moving targets will actually be easier, but...
4, hitting targets taking evasive action will be more challenging
5, Joystick owners can still use them (with no major advantage or disadvantage)
6, There is no remapping option to the easier 'point and shoot'
7, Turrets can be moved on both axis simultaneously at different speeds


Viola!!
Yes.

How to overcome the need to center the mouse for the turret to stop
: Make the turret only move when holding a specified button. Let go of the button, and the turret stops. No problems of having to return the mouse to the center pixel with this method.
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