sensitivity issue idea

Post » Fri Feb 18, 2011 11:33 pm

im on the xbox360, and though fallout 3 is an amazing game, one of its issues is that the movement sensetivity was fairly low, so you had to turn it up fairly high, causing any scopes your using hard to use.
i was playing a game called 'the saboteur' and it had a setting that made me think it would be an amazing addition to fallout NV, it was scope sensitivity, seperate from actual looking around sensetivity, so you can pan around quickly while still carefully lining up a shot from far away. what do you guys think?
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Alexandra walker
 
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Post » Sat Feb 19, 2011 11:58 am

*trys not to make snarky remark about your spelling of saboteur* *manages to* I never really bothered me much, really. And the Saboteur had such syrupy controls in the first place...
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Ashley Campos
 
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Post » Sat Feb 19, 2011 9:08 am

Wasn't aware the console versions had such an issue. Sounds like a good idea.
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tegan fiamengo
 
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Post » Sat Feb 19, 2011 5:05 am

*trys not to make snarky remark about your spelling of saboteur* *manages to* I never really bothered me much, really. And the Saboteur had such syrupy controls in the first place...

crap, lemme fix that lol
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An Lor
 
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Post » Sat Feb 19, 2011 5:34 am

I think that the overall sensitivity needs to be increased, especially since this Fallout is going for a more FPS focused setup. Scope sensitivity is a little redundant, as it's not that hard to just press the anolog stick a little more softly to get the turning speed you want. It's just finese.
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Saul C
 
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Post » Sat Feb 19, 2011 7:58 am

Scope sensitivity controls are a nice addition, but are not necessarily needed. In fact i had a high sensitivity in FO3 and sniping for me was just fine. The only things that bothered me while sniping was the AI's awareness (they always seemed to move around and never stop when i have my gun sights on them), the constant moving of my scope when i was hurt or after i fired a shot (i understand that if your hurt and sniping you may be shaky, but this was just unnatural constant moving of the scope that made it impossible to shoot; I also understand that after a shot recoil will get a hold of you but only for a short amount of time, not the entire time im scoped in!), and what seemed to be a decrease in damage while manual firing versus the massive damage dealt in VATS (the decrease in damage while in manual fire, seemed to be an reoccurring theme with all the guns; FYI, as a test i manual fired Reilly in the head and only about half of her health was gone, then i reloaded the save and did VATS against her head and she died instantly) (bolth were at point blank, at the same position, Reilly was in the same position(sleeping) , using same weapon (sniper) (had also used several other guns in different, but similar experiments to see if this was the theme for other weapons than just the sniper), and i had even put a reference point on the floor where i would STAND (as in i didst sneak on either attempts) before i saved). I tried this experiment at least 10 times in manual and VATS each, to confirm my results and 7 times out of the ten all the result continually match the others. So my point being, the designers basically didn't even the damage between VATS and manual, and gave the benefits to VATS. I hope they addressed these problems (as well as VATS having better accuracy than the manual fire when bolth should have EVEN accuracy) in Fallout:NV. Anyone else notice these problems to?
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Luis Reyma
 
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Post » Sat Feb 19, 2011 1:21 am

Scope sensitivity controls are a nice addition, but are not necessarily needed. In fact i had a high sensitivity in FO3 and sniping for me was just fine. The only things that bothered me while sniping was the AI's awareness (they always seemed to move around and never stop when i have my gun sights on them), the constant moving of my scope when i was hurt or after i fired a shot (i understand that if your hurt and sniping you may be shaky, but this was just unnatural constant moving of the scope that made it impossible to shoot; I also understand that after a shot recoil will get a hold of you but only for a short amount of time, not the entire time im scoped in!),

maybe for the constant shaky-ness they could do the borderlands, 'longer you stay zoomed in the less shaky-ness you get (you know, take a deep breath and steady yourself), the higher your skill, the quicker the spread goes away on top of the skill lowering your spread, and reset the shaky-ness after each shot.'
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JUan Martinez
 
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Post » Fri Feb 18, 2011 11:46 pm

I voted good idea. Any extra little option in my opinion is always a good thing. And I think the sensitivity on the console idea would be a welcomed addition, since player movement and scope movement are two different things.
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hannaH
 
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Post » Sat Feb 19, 2011 8:58 am

This sort of makes me want to make a mod that somehow limits your maximum turning rate when playing with a mouse on PC. You should't be able to do an instant about-face just because you have your mouse sensitivity jacked way up. The rate could also be dependent upon your agility stat and armor weight.
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Emma
 
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Post » Sat Feb 19, 2011 9:41 am

This sort of makes me want to make a mod that somehow limits your maximum turning rate when playing with a mouse on PC. You should't be able to do an instant about-face just because you have your mouse sensitivity jacked way up. The rate could also be dependent upon your agility stat and armor weight.

I don't know about that, I can up and spin around pretty quick... I'm sure even fully equiped, I could still pivot pretty quick to turn around.

Edit:
Plus if it's slowed down as you're suggesting, this might entail having to lift the mouse to retract and swipe again to complete and entire about face.
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Lizs
 
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Post » Sat Feb 19, 2011 7:37 am

I turn the sensitivity waay down on nearly every FPP game I play on a console, otherwise I feel like my character is just too herky-jerky.
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Kerri Lee
 
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