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Wow such vocab for having such a hard time understanding the most basic concepts of how uniform aiming works: your 360 distance/time is NOT uniform. It attempts the equalize the number of pixels traveled on screen for X amount of control input at all zoom levels. Testing based on degrees traversed is a totally flawed method, end of story and if you can't understand that read through this till you have a grasp of what USA does: Important Guide to U - Forums - Battlelog
/ Battlefield 4
Wow such vocab for having such a hard time understanding the most basic concepts of how uniform aiming works: your 360 distance/time is NOT uniform. It attempts the equalize the number of pixels traveled on screen for X amount of control input at all zoom levels. Testing based on degrees traversed is a totally flawed method, end of story and if you can't understand that read through this till you have a grasp of what USA does: Important Guide to U - Forums - Battlelog
/ Battlefield 4
You're actually not really making a point here, just saying the same thing with more text. I chatted with Dark a lot back in BF4's CTE, before and after he developed UsA, so this stuff isn't unfamiliar to me.
What you haven't explained is why pixels travelled is supposedly more desirable than distance travelled. Linking me to a post which also doesn't explain this (because it's not the topic there) isn't adding anything useful. Also, I've read it before.
At present I have a functioning, logical model backed up with significant testing, and numerous other people who agree this method massively improves their aiming experience. Don't bother telling me I'm wrong if you're not going to explain and demonstrate why.
I use 74(+90). I will try to get my USA to match but I dont wanna do math >.<!
sometimes it's easy to forget that there exists people that play first person shooter games on consoles with a controllerYou should probably clarify your post that this is only for Console, so as to prevent PC players perhaps getting misinformation.
PC works fine as intended with the settings doing what they should.
As far as I would expect on Console, the screen space distance modifier (UsA coefficient) should synchronise turn-rate velocity at full pitch on the stick for any given base sensitivity to screen space across different FOVs. Since max pitch (since BF1 calculates everything from Vertcial, not horizontal FOV) is the only absolute. Gamepad input always features some element of acceleration in how they work at any other position apart from max, making synchronisation impossible when the stick is some point at halfway.
If Julian Manolov has decided to do use a different method for BF1 on Console for UsA than BF4, then I'm not sure what would make more sense, but maybe there is a reason. Have you asked him?
On PC in BF1, even UsA off uses base FOV for ADS turn-rate calculations (just with a 100% fixed coefficient, rather than 133) so UsA is not as necessary as it was in BF4, although it does still help with calculating ADS sens transitions which is still essential in my opinion, although people have different ideas.
Ok, I'm confused by the 167% part of this. So, using your example, 25% Soilder Stick Sensitivity sould be mated wit a 83% Zoom sensitivity. What if I ran with a 35% Stick sensitivity?
Or perhaps a better question, is there some kind of formula to determine an ideal Zoom sensitivity using the 167% rule?
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