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BFV beta wierd aim system  (Read 4667 times)

Offline mjboor911

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BFV beta wierd aim system
« on: 03:17 AM - 09/04/18 »
Did anyone notice  there is some acceleration ?
The game is unplayable  for me
I tried bf1 and bf4 ST with no luck
Please help

Offline Zen

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Re: BFV beta wierd aim system
« Reply #1 on: 03:18 AM - 09/04/18 »
It's dice. They can't ever settle on a look mechanic! I doubt anything will be decent till launch

Offline mjboor911

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Re: BFV beta wierd aim system
« Reply #2 on: 03:23 AM - 09/04/18 »
If any one have a decent  ST for this  Beta please share!

Offline alucard

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Re: BFV beta wierd aim system
« Reply #3 on: 03:54 AM - 09/04/18 »
I have same problem

Offline Tobsucht

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Re: BFV beta wierd aim system
« Reply #4 on: 04:01 AM - 09/04/18 »
Using BF4 ST with increased deadzones so that the jitter goes away. Not perfect but usable

Offline mjboor911

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Re: BFV beta wierd aim system
« Reply #5 on: 04:03 AM - 09/04/18 »
Using BF4 ST with increased deadzones so that the jitter goes away. Not perfect but usable

How much deadzone?

Offline antithesis

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Re: BFV beta wierd aim system
« Reply #6 on: 04:27 AM - 09/04/18 »
All gaming companies should be forced to use the look mechanics of the id Tech engine (powers Call of Doody games) and to add an AA slider, or be shot into the sun.

Why anyone diverges from crispy, clean aim and turning in search of some magical unicorn control scheme for controllers that no-one has asked for, ever, is beyond comprehension.

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Offline Tobsucht

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Re: BFV beta wierd aim system
« Reply #7 on: 04:28 AM - 09/04/18 »
Using BF4 ST with increased deadzones so that the jitter goes away. Not perfect but usable

How much deadzone?

Left stick center 44 (although doesnít matter I guess)
Right stick center 20


Offline Zen

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Re: BFV beta wierd aim system
« Reply #8 on: 07:45 AM - 09/04/18 »
All gaming companies should be forced to use the look mechanics of the id Tech engine (powers Call of Doody games) and to add an AA slider, or be shot into the sun.

Why anyone diverges from crispy, clean aim and turning in search of some magical unicorn control scheme for controllers that no-one has asked for, ever, is beyond comprehension.

Totally agree!

Offline Charles P

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Re: BFV beta wierd aim system
« Reply #9 on: 09:24 AM - 09/04/18 »
What sync do you guys use for the BFV beta? Iím using common right now

Offline lmulli

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Re: BFV beta wierd aim system
« Reply #10 on: 11:17 AM - 09/04/18 »
What sync do you guys use for the BFV beta? I’m using common right now

Common.

I set up a new Battlefront 2 profile and mapped it using my BF1 key layout as best I could due to the different options in each game profile.  I set the in game sens to 100% (aim and vehicle) and 150% zoom/ads, with deadzones the sames as I use in BF1 (22). Altered the sens on my Xim until it matched the same distance for a 360 degree turn as I use in BF1. (currently its 9.5 for both Aim and ADS although I will no doubt tweak this as I play the Beta more) 

Seems to be okay thus far - might have to up the speed of the ADS as it seems quite slow in comparison to BF1.

Also tried my BF1 profile, but didn't feel as good as the Battlefront 2 one.


Offline ceebs

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Re: BFV beta wierd aim system
« Reply #11 on: 05:12 AM - 09/05/18 »
All gaming companies should be forced to use the look mechanics of the id Tech engine (powers Call of Doody games) and to add an AA slider, or be shot into the sun.

Why anyone diverges from crispy, clean aim and turning in search of some magical unicorn control scheme for controllers that no-one has asked for, ever, is beyond comprehension.
Couldn't agree more.

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Offline LiMiT

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Re: BFV beta wierd aim system
« Reply #12 on: 07:26 AM - 09/05/18 »
Acceleration can be disabled in the settings menu. It is activated by default.

Offline mjboor911

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Re: BFV beta wierd aim system
« Reply #13 on: 07:32 AM - 09/05/18 »
Acceleration can be disabled in the settings menu. It is activated by default.
You mean *canít* ?

Offline LiMiT

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Re: BFV beta wierd aim system
« Reply #14 on: 07:51 AM - 09/05/18 »
No? There is a slider named "Stick aiming acceleration", set it to 0?

It's under the advanced controls.