Has anyone else had a harder time aiming since the PU?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by SpaceKing, Nov 13, 2013.

  1. nist

    After discussion with other players, it seems quite a lot of people with gaming mice had to change DPI etc. This is a very real change.

    Update:


    Hotfix: appears to have made the mouse more responsive to quick short and sharp movements, but not that much.

    What has likely been implemented(not really sure):
    • It appears that very quick short movements with the mouse have greatly reduced motion on the screen. This was likely implemented by setting a cap on maximum acceleration. Either that, or if there was acceleration before it has been reduced.
    • Why would SOE do a thing like this?
      • It makes it easier to keep the mouse steady while in ADS or scoped out. Very quick and large adjustments are not needed while scoped out.
        • This would reduce jitter/noise that comes from shaky hands, or perhaps using a palm grip and using the entire hand to move the mouse.

    Problems:
    • In CQC using hipfire very quick precise movements are needed - to move from one enemy to the next, to flip around 180 degrees runs past you, to target a different area of the body. Because of the close ranges quite large angles need to be covered.
      • Players had typically increased the DPI to force mouse movements.
    • For people who move the mouse with fingertips there isn't that much issue with shakyness(fingertip or claw grips). These players cannot do the larger mouse movements needed to force the cursor to move quicker. I use a low DPI mouse (800) which cannot have DPI increased, with a claw grip (long-ish digits).
    • Currently it's necessary to practice aiming/moving in VR just to be able to keep aim in the general direction for the enemy, every time I log on before playing. I'm used to having small quick movements translate
    • If this was implemented before the OMFG patch there would have been a lot more complaints - people are mixing up increased frame rates, hit registration, players teleporting a bit, or the fact that they are performing better due to removal of stuttering, with the control issue.
    You are probably on the right track..

    Fix:
    • Let us know what has been changed and why.
    • Expose a parameter in options.ini to control the acceleration reduction or what ever for hipfire, such that we can get the movement we had before. Maybe there needs to be a seperate one for ADS.
      • Let us know what value we can use to get the original setting back.
    • Up x 3
  2. gagle

    Guys, the problem with the laggy mouse movement can be solved if you:

    1) delete the useroptions.ini
    2) Change the graphic settings to very low

    Before the PU1 patch I was playing in ultra settings with a mouse movement VERY accurate (optical mouse). After the patch it was like playing with a mouse with acceleration, totally unplayable. Now I have to play at very low to feel the same mouse sensitivity. It's a shame.
  3. Kunavi

    @Gagle Uhm, no, no favours so I'm staying here. I tried being polite and look what it got me! :confused:
  4. Bill Hicks

    My brain seems to have adjusted to the new hit reg. I seem to doing better against people now. Maybe they havent adjusted to it.
  5. Kusommak

    The mouse lag is unbearable and this game is now unplayable for me.
  6. that_darn_lurker

    My aim has gotten horrible since this patch and it seems like everyone is headshotting me or otherwise instakilling me. I was about to chock it up to rust, but then I saw this thread. I'll have to fool with the graphic and mouse sensitivity a bit. Hopefully that helps. If not then the game is essentially unplayable.
  7. SpaceKing

    It seems how much your mouse moves is more affected by your framerate than before - normal FPS you'll barely notice the difference but during fights when it dips down your mouse moves more than normal and throws off your aim
  8. nist

    Adjusting for sudden large changes in angle caused by player and enemy movement changes requires knowing how the game moves - instantly calculating the new relative trajectory between the player and the target and compensating for that using knowledge of the mouse response. It's like being a much earlier BR where you were still learning, of course the size of the physical movements possible is limited by the type of grip and max DPI of the mouse.

    The bug report threads: Live and Test.

    I think this might be because of the FPS related problems people have mentioned. The mouse acceleration issue appears separate.

    Deleting user options had no effect here as well.


    Several bugs it turned out:( See the bug thread for Live.