Even though the aiming has no longer negative acceleration, freelook has
Description
Details
- Legacy ID
- 1254620572
- Severity
- Tweak
- Resolution
- Not Fixable
- Reproducibility
- Always
- Category
- Controls
Hold ALT and move mouse
Event Timeline
Yeah i know what Freeloock is and how to use it.. i don't get what the problem is with it
I do not see what the problem with this is, it's not like your trying to precisely target stuff with free look.
Even if you don't have a problem with it someone else can. I know it's kinda small problem but it affects my playing style pretty much and it bothers me.
Using freelook with negative mouse acceleration can be pain in the ass sometimes. Sometimes you move the mouse too much or too litte.
Thank you xCryonic for raising this issue. I would like to see a more precise feel to mouse pan on the external view, it makes panning the camera feel 'floaty' as it is right now. Negative mouse acceleration just feels wrong full stop, I am glad it was removed from first person mode, please also remove it from camera pan mode.
Not sure about acceleration, but freelook feels floaty, like there is smoothing on and inconsistent it is (I guess due to acceleration) also the sensitivity becomes higher.
I guess higher sens means that it is easier to move the head than the gun, but I adjusted a specific mouse sensitivity for a reason, to have it comfortable as I need it, the higher sense just brings the tune out of balance.
I'd like to have the freelook feel as good and consistent as the normal look.
Of course, I'd vote for a separate freelook mouse sensitivity setting any day (anyyyy)!
Also, when you move the mouse slightly faster, the gun speeds up and moves off center until it bounces off its border and locks back to center, where the view can no longer be moved further into that direction. This also made it look like a glitch. This thing is unoptimized and the gun sights should remain steady when turning the view (unless there is deadzone), the mouse sense should remain as it is by default also.
Also2, when you change the muzzles direction with aimed freelook while the walking direction remains, deactivating the freelook snaps the sights back to the moving direction, but it should be the other way around, the sight must remain pointed where you pointed it and it is the moving direction that should change/adapt to where you got the sights pointed.
I believe theres another ticket pointing that out, but I think it is worth mentioning here, also.
Yes, this should be fixed. As it is now, turning your whole body while prone is faster than turning only your head. Seems strange to me
This issue was processed by our team and will be looked into. We thank you for your feedback.
Problem is, this can't be fixed, because otherwise if zou release Alt, the head snaps back violently, causing desorientation. The current solution has been picked as a compromise.