Zombie James
Banned
The flicking thing in those videos was ridiculous. No one plays an FPS by flicking, just like no one drives a car by barely tapping the gas quickly (my car's acceleration is laggy!).
ashism said:1. Can you make MP games with no crosshairs, just iron sights?
2. I know tacticians can throw a spawn point down. Did I hear correctly that squad leaders can be spawned on too? So does this mean we can have potentially more than one spawn point in a squad?
no to the first, and to the second you can spawn to your squad leader as long as he is still aliveashism said:I think I got lost in the sea of pictures, so I'll ask again for those of you who were in beta.
ashism said:I think I got lost in the sea of pictures, so I'll ask again for those of you who were in beta.
_leech_ said:The flicking thing in those videos was ridiculous. No one plays an FPS by flicking, just like no one drives a car by barely tapping the gas quickly (my car's acceleration is laggy!).
Seems like it's a dawn of a new era of FPS controls. No more "toy gun" controls.Private Hoffman said:
Dirtbag said:Its demonstrating a point that affects every movement you make in the game upon startup.
DKo5 said:If I have time this weekend I'm going to record myself @ 60fps and see what the delay actually is.
The Chef said:No really, dont.
_leech_ said:
sprocket said:i tried the flick test. you have to barely flick the stick to point of it not real moving the stick at all for the gun not to move. if you flick the control stick all the way to the side. no matter how fast you flick it . the gun moves quite a bit.
Dirtbag said:I don't know if I have the patience to walk you through this.
Read the last 3-5 pages if you really care, I'm sure everyone else here would appreciate not having to go through this again.
Dirtbag said:I'm sure everyone else here would appreciate not having to continue talking about this stupid shit.
TheFatOne said:No one gives a shit about what you think bitch
Dirtbag said:and what do we call that?
Dirtbag said:and what do we call that?
Private Hoffman said:bad_boy_avatar.gif
People say retarded as a good thing now?...Private Hoffman said:I think the mainstream is in agreement.
http://www.youtube.com/watch?v=yNB4ARNk33o
http://www.youtube.com/watch?v=yqWN8D59WYY
Private Hoffman said:bad_boy_avatar.gif
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Finally! Someone who at least speaks my "language," and isn't using buzzwords.Esperado said:This definitely isn't latency. The way input is handled, it would be impossible for the movements to go unregistered without other games being affected as well. It would have to be a hardware problem related either to the Dual Shock 3 or PS3. Input latency would be pushing the stick and having the movements appear 30-50 milliseconds later. Think of the software as an observer, watching which button/analog stick presses the hardware registers from the input. The way control works is the hardware registers the movement, the software reads (or observes) this information and executes code based on which buttons/analog movements are being pushed, and you are given output on the screen. What is happening here is the movement is registered with the hardware, but the code has either a momentum based system like others have thought of or some kind of a time based dead zone. Otherwise it would just be a 30-50ms delay in the movement and not the absense of movement as a whole.
sprocket said:it also does it with RE5 oh nooosss RE5 sucks now too! Halo3, COd4 and RE5 all fail the flick test!(
Dirtbag said:"Joe, you delusional fuck"
Call of Duty 4 came with no recoil, sticky iron sight aiming, 2-4 shots to kill and most weapon are automatics, no death penalty, etc :lol____ said:What happened to practice, adaptation and adjusting?
alba said:ok, can we move on now? please?![]()
Don't be stuped.TheFatOne said:Do you fuck your mother?
Fuck, canceling my pre order of Halo3prequel, KZ3 and COD6.sprocket said:it also does it with RE5 oh nooosss RE5 sucks now too! Halo3, COd4 and RE5 all fail the flick test!(
cakefoo said:Finally! Someone who at least speaks my "language," and isn't using buzzwords.
I too wonder why the input disappears completely, rather than just being delayed. As I've said before, and as you just said, it seems like a time-based deadzone that ignores anything brief. The side-effect is that it also has to wait x amount of milliseconds before allowing input to trigger a response on-screen.
I want to rule out the other possible explanation you gave (hardware) but everyone is being too stubborn and won't try the flick test for themselves- they just laugh and call it "stupid stupid stupid." I just tried Resistance 2 and there was no flick ignored. Also, I've downloaded the demo twice, so I don't think it's software. Could you or someone else test it on their own console? Remember though, you have to be very quick with it (brush up-right with the left side of your thumb on the top of the stick works fastest for me). Because I'm not there to see if anyone's doing it fast enough, I unfortunately won't take a negative test result as reliable.
One twentieth of a second. That's an outrage!!!! An outrage!!!! RRRAGEEEGE!!!cakefoo said:...that lasts about 30-50ms results in ZERO movement onscreen whatsoever
What are you talking about? I just tried the Resident Evil demo, and it responded to every flick. Congrats, do you just ENJOY wasting people's time?sprocket said:it also does it with RE5 oh nooosss RE5 sucks now too! Halo3, COd4 and RE5 all fail the flick test!(
cakefoo said:What are you talking about? I just tried the Resident Evil demo, and it responded to every flick. Congrats, do you just ENJOY wasting people's time?
The grenade indicator is by sound. The beeps are louder the closer you're to the grenade. The pattern of the beeps also indicates the time to explosion.Zefah said:Also, what is up with no HUD indicator to show the player where grenades landed? Sure it is more realistic that way, but I bet it will get mind numbingly frustrating on harder difficulties where the enemies will surely be using more grenades.
Bad thing is, trolls ran out of BS, so thats more ammo for them.StateofMind said:Someone please make video responses for the flick test "input lag" on other games. I have no way to record but this is killing me.
There are 3-4 people in here who have completely misunderstood the way this game handles and it's turning the thread to shit. It is a programmed weight effect. It isn't Halo. You are no longer a set of crosshairs on a screen, you're a soldier with really blurry vision. Take it or leave it.
cakefoo said:Could you or someone else test it on their own console? Remember though, you have to be very quick with it (brush up-right with the left side of your thumb on the top of the stick works fastest for me). Because I'm not there to see if anyone's doing it fast enough, I unfortunately won't take a negative test result as reliable.
Zefah said:Lots of people are going off about the guns feeling awesome and realistic, but I really didn't feel that. It may be realistic, but I found it very annoying that the only way to have any sort of accuracy was to either go into aim mode or fire in short burts. I'm sure I could get used to it, but I gotta say I wasn't having very much fun with the demo.
Yes, I know that acceleration as you hold the stick down all the way is present. But if that's the explanation for the videos, then they've set the first 50ms of the press to absolute zero, when it should at least be moving slowly.sprocket said:its not a time based deadzone. unlike PC fps which turn according to mouse movement some console fps use a times method to create a more natural movement. Some do not they use a constant measurement.
something like this.
constant - speed = 20; give you a constant turn speed.
acceleration method - speed = speed x 0.5; will slowly build up to 20.
Zefah said:Lots of people are going off about the guns feeling awesome and realistic, but I really didn't feel that. It may be realistic, but I found it very annoying that the only way to have any sort of accuracy was to either go into aim mode or fire in short burts. I'm sure I could get used to it, but I gotta say I wasn't having very much fun with the demo.
Also, what is up with no HUD indicator to show the player where grenades landed? Sure it is more realistic that way, but I bet it will get mind numbingly frustrating on harder difficulties where the enemies will surely be using more grenades.