Yeah, you can get this game to control really goodly, but it takes a lot of tuning. Once you get it there though, it's just another game that proves pointer controls shit all over dual analog.
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I can agree that pointer controls can shit all over Dual Analog any day of the week. I just don't agree with this game being a showcase for it, there are much better examples out there.
In Conduit and Red Steel 2 you can adjust the bounding box, and thus how much to the side you need to point to get them to turn. You can set that really small if you want. Turning is a different feeling than in a DA FPS, but overall aiming is so much faster, and more accurate than playing the tap tap tap game on DA sticks.
I believe it was the Killzone 3 devs during E3 who said when they implemented Move pointer controls and had DA and Move players playing together, the Move players dominated and owned the DA folks every time.
PC are just, for me anyway, a way more enjoyable way of playing FPS/TPS.
Shin, I think I know the answer to the jittery problem. You need to turn the bar sensitivity way down.
You need to make the center bounding box as tight as you can get it. In Red Steel 2, you can have a vertical and horizontal value set at zero, and it's really close to a mouse like that (RS2 is without a doubt the best controlling console fps ever). In Golden-hole, I think you can only get 10 x 10, but that's still pretty good, and it's really the only way to play it "right".
A game with face buttons as camera control? Really?
I think that Q3 supported mouse and keyboard controls
Ah, right. I never had the DC mouse.