Dear Bioware: Please "remove" Aim Assist!
#26
Posté 19 octobre 2010 - 08:19
Even in ME1 the aim assist could be a problem. Especially for biotics, say I want to aim lift to the left of a moving target. It had an annoying tendency to pull back to the target. So I tend to turn it off. I really wish that was an option on ME2 360 version.
#27
Posté 19 octobre 2010 - 08:30
I play on the PC so auto aim is not an issue, and i can almost forgive bioware for not assigning quick keys to things like the journal, but seriously how hard could it possibly be to implement a working mouse sensitivty option?.
Currently you have an option of Low,Medium,or high and even the low setting is rediculously sensitive.I shouldnt have to dowload a third party program just so i can edit my coelesced.ini file to do something so basic such as getting my mouse sensitvity right.
Modifié par piemanz, 19 octobre 2010 - 08:34 .
#28
Posté 19 octobre 2010 - 08:38
I am easily running this game with a 4000dpi mouse turned all the way up with minor accel.
#29
Posté 19 octobre 2010 - 08:45
Trix-Rabbit wrote...
turning down your dpi will fix this, i doubt me is made for high dpi mice.....
I am easily running this game with a 4000dpi mouse turned all the way up with minor accel.
Of course it's not made for high DPi mice when there are only 3 mouse sensitvty options, 3 sentivity options in a game that is essentially a shooter is poor by any standards.
I use a deathadder @ 1800dpi and a few tweeks to the coalesced.ini file fixed my senstivity, it's exactly how i want it and i'm using 1800dpi.If i can edit a couple of options (one of wich is actually called "mousesens"), in the config file, witch by the way can only be edited by a 3rd party program ,why the hell is there not a simple mouse slider for sensitvity options?.
Modifié par piemanz, 19 octobre 2010 - 08:48 .
#30
Guest_Aotearas_*
Posté 19 octobre 2010 - 08:50
Guest_Aotearas_*
Pacifien wrote...
Think the Hammerhead is a good example to those with PCs about what is going on with the aim assist on the console. You can fire your rockets all day at the colossus, the rockets will just keep veering off to the side like it really wants to shoot down that geth prime instead. So it was with aim assist, I want to shoot the heavy in the distance, but the aim assist thinks I really wanted to shoot some other merc entirely.
If the matter is comparable to that (even if only in worst cases) I wholeheartedly express my pity to those forced to play with it. So me, playing the PC version, am fully on your side.
Signed!
#31
Posté 19 octobre 2010 - 09:27
It is really only noticeable with a sniper rifle or the Phalanx though
#32
Posté 19 octobre 2010 - 09:27
It is really only noticeable with a sniper rifle or the Phalanx though
#33
Posté 19 octobre 2010 - 09:31
HazelrahFiver wrote...
I've read the complaints above and... I just don't experience what the rest of you are. With the hammerhead yes, of course, but again it is only aiming at what is in the brackets and the missiles control fire far more like Incinerate blasts then any guns. I've never had a bullet veer off and kill someone else, they always go exactly where I shoot. I've never encountered this 'drag' or 'locking' you are all talking about.
Actually on the PC version - my experience of the Hammerhead is that the bracket shows something - Geth Prime and the rockets veer right/left and try to hit something else.
I think what others are experiencing on xbox is that when they are aiming at Target A and Target B suddenly walks by and the crosshair is pulled towards Target B. The Hammerhead case is made to let PC users better understand the console players' frustration.
Regardless, a toggle aim-assist on/off really does not harm anyone and should be relatively easy to do.
#34
Posté 19 octobre 2010 - 09:37
It doesn't bother me that much, but since ME (1) had the ability to shut off aim assist and ME2 didn't, it's kinda weird.
Modifié par Mister Mida, 19 octobre 2010 - 10:07 .
#35
Guest_Flies_by_Handles_*
Posté 19 octobre 2010 - 10:03
Guest_Flies_by_Handles_*
HazelrahFiver wrote...
Regardless of biotics, we seem to be speaking of gun control aim-assist... and I have not experienced this at all. I am playing on the 360 only. The only assist I've noticed at all is the slow-down when aiming a sniper rifle with an Infiltrator class, but there's no way people are complaining about that, are they? I am not trying to be a wise guy here, I really don't understand what this aim-assist is.
Yeah, the issue I'm talking about mainly focuses on the gun control aim-assist. Since you have not experienced this problem despite playing on the console, count yourself as lucky. Either that or you use classes that deemphasize gun use--such as the adept or sentinel---or you tend to use rapid fire weapons. The problem is most noticeable with single shot weapons like the laser sighted pistol and sniper rifles. If you play as a soldier and go into adrenaline rush, the slow down actually adds to the problem.
I'm going to try to get a video recording of what I'm talking about posted up later. Thanks for the the responses so far, guys. I would hate for this to go unnoticed when the next game is released.<_<
Modifié par Flies_by_Handles, 19 octobre 2010 - 10:04 .
#36
Posté 19 octobre 2010 - 10:29
Now I understand Joker's pain of having to share the ship's controls with a VI. NO HELP PLEASE, I'm fine.
#37
Posté 19 octobre 2010 - 11:27
fegede wrote...
Now I understand Joker's pain of having to share the ship's controls with a VI. NO HELP PLEASE, I'm fine.
EDI is an AI not a VI and if EDI wanted to mess with your targeting system, that is because she enjoys the sight of frustrated humans and not because of some "limitation"
anyways... off topic [smilie]http://social.bioware.com/images/forum/emoticons/devil.png[/smilie]
#38
Posté 19 octobre 2010 - 01:04
Flies_by_Handles wrote...
HazelrahFiver wrote...
Regardless of biotics, we seem to be speaking of gun control aim-assist... and I have not experienced this at all. I am playing on the 360 only. The only assist I've noticed at all is the slow-down when aiming a sniper rifle with an Infiltrator class, but there's no way people are complaining about that, are they? I am not trying to be a wise guy here, I really don't understand what this aim-assist is.
Yeah, the issue I'm talking about mainly focuses on the gun control aim-assist. Since you have not experienced this problem despite playing on the console, count yourself as lucky. Either that or you use classes that deemphasize gun use--such as the adept or sentinel---or you tend to use rapid fire weapons. The problem is most noticeable with single shot weapons like the laser sighted pistol and sniper rifles. If you play as a soldier and go into adrenaline rush, the slow down actually adds to the problem.
I'm going to try to get a video recording of what I'm talking about posted up later. Thanks for the the responses so far, guys. I would hate for this to go unnoticed when the next game is released.<_<
Jack's mission has a great example of the problem that never fails. When you are in cover put the cross hairs of the sniper rifle over the shield generator that you want to shoot, then scope the weapon, you will now be looking at a Blue Sun. Sometimes the gun is pulled so far away from the generator you can lose all sense of direction - as to where the gun has scoped - and the result is you have to unscope and get back into cover again.
#39
Posté 19 octobre 2010 - 01:23
Pacifien wrote...
Think the Hammerhead is a good example to those with PCs about what is going on with the aim assist on the console. You can fire your rockets all day at the colossus, the rockets will just keep veering off to the side like it really wants to shoot down that geth prime instead. So it was with aim assist, I want to shoot the heavy in the distance, but the aim assist thinks I really wanted to shoot some other merc entirely.
PC player here but if its even remotely as annoying as the Hammerhead AA then you have my full support.
Signed
#40
Posté 19 octobre 2010 - 01:25
Flies_by_Handles wrote...
Yeah, the issue I'm talking about mainly focuses on the gun control aim-assist. Since you have not experienced this problem despite playing on the console, count yourself as lucky. Either that or you use classes that deemphasize gun use--such as the adept or sentinel---or you tend to use rapid fire weapons. The problem is most noticeable with single shot weapons like the laser sighted pistol and sniper rifles. If you play as a soldier and go into adrenaline rush, the slow down actually adds to the problem.
I'm going to try to get a video recording of what I'm talking about posted up later. Thanks for the the responses so far, guys. I would hate for this to go unnoticed when the next game is released.<_<
I've used an Infiltrator for 4 of my 5 games so far, and live by the sniper rifle. I would really appreciate a video of some kind. I'm concerned that I am not even noticing this when playing since there are no others stating they haven't experienced it.
#41
Posté 19 octobre 2010 - 01:27
davidshooter wrote...
Jack's mission has a great example of the problem that never fails. When you are in cover put the cross hairs of the sniper rifle over the shield generator that you want to shoot, then scope the weapon, you will now be looking at a Blue Sun. Sometimes the gun is pulled so far away from the generator you can lose all sense of direction - as to where the gun has scoped - and the result is you have to unscope and get back into cover again.
Never had this problem... not at all...
#42
Posté 19 octobre 2010 - 02:15
Multiple target at varying distances are the biggest trouble for me.
Another example: on the Arch Angel mission during the "close the shutters" sequences, the warehouse section has a group of vorcha that line up near some explosive crates..
so I try to aim at the explosives (with any weapon) and auto aim (activates when you pull the left trigger to zoom in a bit) locks on a random vorcha that happens to be within the brackets instead... by the time I am able to realign to the explosives, I am in trouble and have to duck and cover instead. A chance to take out three vorcha is lost.
bah!
Also attempting to track a moving target is total frustration.
I support an option to turn the auto aim off.
#43
Posté 19 octobre 2010 - 03:13
Even if they turn off that initial aiming adjustment, they also need to tighten whatever box they have which determines when the reticle slow down becomes a factor at all, since that is just as much the problem; the same slowdown which purpose is to facilitate honing in on that enemy, is also a force which works against movement away from that target.
I would rather the reticle did not move without my input at all
Aiming sensitivity slider would be nice too
All console shooters have the reticle slow down when on an enemy, but its very uncommon for it to be an impediment like it is in me2
Modifié par Radahldo, 19 octobre 2010 - 03:20 .
#44
Posté 19 octobre 2010 - 03:44
HazelrahFiver wrote...
davidshooter wrote...
Jack's mission has a great example of the problem that never fails. When you are in cover put the cross hairs of the sniper rifle over the shield generator that you want to shoot, then scope the weapon, you will now be looking at a Blue Sun. Sometimes the gun is pulled so far away from the generator you can lose all sense of direction - as to where the gun has scoped - and the result is you have to unscope and get back into cover again.
Never had this problem... not at all...
Then you've never tried to shoot the generator before all the Blue Suns in front of it are dead or you aim your sniper rifle after you scope the gun. There is no way around this, the game always does it. It's the exact same mechanic as LeonBrass is describing above with the Vorcha and the explosive crates. The cross hairs are on the crates but when the gun gets scoped the cross hairs move to the Vorcha. It's the way the gun is designed to work and we want to be able to shut it off.
#45
Guest_Flies_by_Handles_*
Posté 19 octobre 2010 - 04:01
Guest_Flies_by_Handles_*
@Davidshooter: The sniping problem even occurs when you start to aim after scoping in.
I'm surprised some people don't know what we're talking about, PC players not withstanding. I can't wait to get out of work to record some video examples.
#46
Posté 19 octobre 2010 - 04:09
Pacifien wrote...
Think the Hammerhead is a good example to those with PCs about what is going on with the aim assist on the console. You can fire your rockets all day at the colossus, the rockets will just keep veering off to the side like it really wants to shoot down that geth prime instead.
I don't even play that mission anymore; it's just too frustrating.
So it was with aim assist, I want to shoot the heavy in the distance, but the aim assist thinks I really wanted to shoot some other merc entirely.
More frustration. Thanks for the poll!
#47
Posté 19 octobre 2010 - 04:09
#48
Posté 19 octobre 2010 - 04:36
Flies_by_Handles wrote...
@Davidshooter: The sniping problem even occurs when you start to aim after scoping in.
.
Oh I know,
I was just trying to clarify my specific example because I think in that specific case once the gun scope snaps onto the merc - instead of the generator that you actually aimed at - you can manually re-find your original target as long as you don't unscope the gun - provided you live that long.
#49
Posté 19 octobre 2010 - 05:35
#50
Posté 19 octobre 2010 - 05:42





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