Tac Cam Zoom & Select Behaviour - Nice!
#1
Posté 18 mai 2015 - 09:49
I commend Bioware dev + qa for implementing the tactical camera max zoom setting and disabling auto focus on character selection. Though it might seem a small thing, in reality such shifts away from entrenched design are rare and difficult to pull off post release, at least for a largely single-player title.
I frequently switch to tactical camera, so these two fixes *greatly* improved my play experience, timed perfectly for a fresh playthrough. I can now direct the party to take initial actions we with a minimum of scrolling back and forth. So, really - thanks!
Not to dampen the praise, but I must acknowledge that the tac cam cursor being obstructed by smaller, decorative or temporary object collision can still be painful in certain situations (locations with many low fences, standing on a bridge above enemies below, ice wall in play). I understand it's a practical way to set camera height based on cursor location, and without knowing how your collision is set up it's difficult to guess how hard it'd be to address. I assume it must not be feasible in your level setup to distiguish the corridor of play from props filling it (tag things to be ignored by cursor). Then you'd also need another layer of visual feedback for cursor state, I guess. Certainly not trivial to change or test, I get it. Still, one can dream.
At least the fixes minimize unnecessary scrolling, which in turn does offset the above issue to a degree.
Note: I'm playing on PC with controller, usually sat in front of a TV.
#2
Posté 18 mai 2015 - 01:41
Glad someone likes it and can get a controller to work consistently and properly on a PC. Personally, I've only found 2 uses for it:
- positioning of team mates for puzzles and
- helping pick up difficult items to activate.
At any other time it is simply a micromanagement annoyance with a nauseating roll-in and roll-out on a high quality monitor. I favor more complex behaviors by the characters vice positioning them as chess pieces.
#3
Posté 18 mai 2015 - 02:40
<<<<<<<<<<>>>>>>>>>>
No amount of tweaking can fix a poor tac-camera. The reason may be the game's structural design, may be a limitation of FB3 rendering engine requiring navigation meshes, may be the implementation of the jump feature that is the source of many-a-problem, may be a host of other reasons. Bottom line, though, tac-camera obstruction, be it ceilings or vegetation is here to stay.
Now, I've stopped playing since patch 5, so this may have been fixed. The Hold Position is a sore point with me. This intuitive Hold Position command is not so intuitive with DAI. Micro managing the HP command once per team members is a farce. Remember when you could select the whole team? More important, that the tream would abey your command(s)? This DAI tac-cam implementation is messy and an awkward way to play. Perhaps it works with console control devices. Not so with the PC's proper input device controls => KB+M.





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