Okay, they both come up positively in aim assist discourse, but folks tend to respond to one dismissively and the other with interest and optimism
Okay, they both come up positively in aim assist discourse, but folks tend to respond to one dismissively and the other with interest and optimism
Can't decide between Gyro/Flick Stick and Human-Like Aim Assist.
One took years to build impact, has been added to huge games, but remains overlooked (since it's opt-in?).
The other was more recent, made a splash / got me death-threats, but often comes up positively in aim assist discourse.
Rock, Paper, Scissors playing cards, branded "Swordsmith"
Gamedev
Thanks! I'll poke something there when I'm not supposed to be doing something else (or maybe sooner!)
(Please take into account that my time is all accounted for, but gyro aiming standards are well-documented (gyrowiki) and well-established (Fortnite, COD, The Finals, No Man's Sky, God of War, Metroid Prime, etc; Steam Input, JSM, etc; PS4/5, Switch 1/2, Steam Deck, mobile, etc))
If the Gamepad API supported IMUs (accelerometer and gyro) the same way SDL has since 2020 and Steam Input has since 2016 (2013 if you start with Steam Controller) then browsers would probably be my favourite platform for sharing and playing games.
Who makes these things happen? Can they please?
Steam started supporting the Switch 2 Pro Controller :)
As of 2 weeks ago, apparently
Most games don't support them well on PC -- especially with gyro controls
Where can I preorder? ๐
Got it today and it feels nice and smooth! Wish I could use it on PC, but very happy with it on the Switch 2
(Also the motion insights inside the right Joy-Con 2 can't be correct about how its orientation is maintained. Accelerometer can only provide a frame of reference for pitch and roll, not yaw)
The mouse ๐ฑ๏ธ minigames in Switch 2's Welcome Tour are cool demos of things sticks aren't good at, but would be even easier with motion/gyro aim than on my couch (frictionlessness is a big win).
Given they're mostly inspired by old Flash games, I wish I did minigames like these for gyro years ago.
Yep. Plenty of fun to be had until then, thankfully :)
I got the Switch 2 but the Pro Controllers are sold out ๐ญ
*without
I keep catching myself thinking I should buy just the controller, and then remember that it's not gonna do anything with a Switch 2...
(not opposed to getting a Switch 2, but it's just a lot more money)
- Some settings moved around or no longer requiring Advanced Gyro Options to be enabled to see them.
Enjoy!
On all gyro-capable platforms:
- Increased range of Acceleration Multiplier (50) and Min & Max Thresholds (1000);
- Acceleration Multiplier can be set <1 to affect slow aiming instead of fast;
- Thresholds can be set in steps of 0.1 instead of 0.5;
- World Space gyro option...
"Calibration" setting on PS5 and Windows prevents sudden interruptions to aiming during regular gameplay
Gyro Discord has been enjoying some tweaks to the gyro settings in Fortnite ๐ฎ๐ฏ
The big one on PS5 and Windows is Calibration, letting players disable motion sensor recalibrations during regular gameplay so they didn't get in the way of small aiming adjustments:
It depends on the game. Usually the best way is to map to mouse but keep everything else as controller, but a lot of games don't mix mouse and controller input well.
In that case, you can map gyro to right stick (which might be clunky depending on the game) or everything to keyboard+mouse
I haven't heard anything, but that was definitely my first thought when I saw some gameplay! Looks like such a sick game. Please let me know if you get anywhere with Steam gyro :)
2. Model human-like reaction time in player lock-on and bot/enemy aim;
3. Have a simple model for weapon weight, so a small pistol gets on-target more quickly than a heavy shotgun. Make getting close not just about making your target bigger, but making their heavy AR easier to avoid.
Could be fun!
All that to say, I'd be interested to play a shooter that gives full lock-on to ALL input types equally with these things in mind...
1. Less messing with the camera, more offsetting my aim within the camera space to be more transparent about what input is mine and what's the game's;
Even if we can't put our finger on it, this is a big part of what makes something look aim-botty.
This is a big part of what feels off when you dash at what would've been the perfect time and the enemy hits you anyway just because they had line of sight.
And again, it's not just about the shooting feeling good. It's about dodging, too!
Even against computer controlled enemies. Even hitscan enemies can be fun to dodge around if they do a simple model of a reaction time instead of just locking on and adding some randomness.
This isn't just about aim assist. I liked Metroid Prime, but targets dodging side to side hopelessly against the hard lock-on was almost as deflating as trying to aim ahead of a target with a slower projectile only for the lock-on to go straight at the target and miss them as they moved.
You can't dodge a hitscan shot in flight, but you can anticipate the shot, and shake off their aim just as they pull the trigger.
See the instant bullet trail just miss you. Time your shot better than theirs. Feels so good!
"Stickiness" comes from a lack of reaction time -- responding to a change in the target's movement instantly instead of after a delay.
IMHO, the human reaction time is almost the whole reason clicking on other players is hard and trying not to get clicked on is interesting and fun!