GoldenEye98
posts news as their odd job
https://www.epicgames.com/fortnite/en-US/patch-notes/v5-0?sessionInvalidated=true
- Gyro/motion controls have been added to the Nintendo Switch. Adjust these options in the Settings menu.
https://www.epicgames.com/fortnite/en-US/patch-notes/v5-0?sessionInvalidated=true
- Gyro/motion controls have been added to the Nintendo Switch. Adjust these options in the Settings menu.
Is it just for aiming or can we do our own custom dance moves now?
The Killzone 2 implementation is actually the "inverse" of aiming. It was born because the developers tried to simulate more accuratly the sensation of using a sniper rifle and wanted an alternative to the rather in vogue at the time "hold your breath" button.This is really great since it was done first, or one of the first, on Killzone 2.
I think if you dial down the sensitivity just right, it will help with sniping quite a bit.
Because "hardcore gamers" fear change and "waggle"
Hmm that's not how I remember it. I remember that if you had a sniper rifle, you can use gyro control to aim.Well at least we are seing 3 options there:
Wonder if decopling X and Y values independently for motion would have been better? But maybe highvalues for the thumbstick for quick camera scans and using the motion to correct is the way to go. We'll need to see an actual skilled player that bothers to invest some time with it to see how the implementation ends up faring.
- Motion Sensitivity.
- Motion Targeting Sensitivity.
- Motion Scoped Sensitivity
Also it seems aim assist is turned off or dimished when using motion.
The Killzone 2 implementation is actually the "inverse" of aiming. It was born because the developers tried to simulate more accuratly the sensation of using a sniper rifle and wanted an alternative to the rather in vogue at the time "hold your breath" button.
How it's implemented is that the motion controls the reticule sway. The less the user moves the controller the more steady the aim is. Yes, it can influence reticule poistion but the fact that is limited only to the Sniper and not other weapons; and that there are not adjustment options to control sensitivity of the motion shows what was the actual purpose. The Killzone game that had good motion aim controls was 3 and years later Mercenary on the Vita.
Some of the earliest really good aiming games using only Gyro that i can think of are Wii Sport Resort, Red Steel 2 and Face Raiders. However, i think the best Motion Aiming was achieved in Wii and Wii U games that both used the gyroscope and IR sensor for an hybrid type of aiming: Conduit, Skyward Sword, Metroid Blast, Pikmin 3, etc. Metroid Blast specially is top of the line too as far as aiming goes, a missed opportunity really since it wasn't implemented in an stand alone Wii U shooter.
More like people don't wanna hold their arms up for hours at a timeBecause "hardcore gamers" fear change and "waggle"
Yes, you can. This is pretty much the case for any Switch game that supports motion aiming.Can you play with 2 joycons separate so the motion sensing is limited to the right joycon? I always preferred the split controller gyro aim set up to having it in a regular controller PS4/ProController style.
i already explained what was the actual purpose and use of the Gyroscope in Killzone 2. The Sixaxis Gyro wasn't up to the task of supporting a game which aiming is based on it, the feature was even removed for part 3 were motion aiming was relegated to Move only. There's even comments on this board back in the day:Hmm that's not how I remember it. I remember that if you had a sniper rifle, you can use gyro control to aim.
12 years after the Wii released and this missconception still exists. If the user wants just small movements of the hand suffice not that much different from a mouse with the advantage that is less restrictive in terms of confort.More like people don't wanna hold their arms up for hours at a time