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Overwatch on Consoles Getting 2 New Control Options

ponpo

( ≖‿≖)
https://us.battle.net/forums/en/overwatch/topic/20753715576?page=11#post-208

We hear you loud and clear. We're going to add two options in an upcoming patch. First, we'll add a slider for aim smoothing. It will default to the current smoothing/acceleration in the game today (full smoothing, low acceleration). As you drag it towards zero, you'll get less smoothing (higher acceleration). At zero, smoothing is disabled (instant acceleration).

We're also adding a new aim technique to compliment Dual Zone and Exponential Ramp. The new technique is called Linear Ramp. If you use this technique along with disabled aim smoothing, you will rotate commensurate to the angle you deflect the aim stick multiplied by your sensitivity.

Thought this was thread worthy as some people who have stopped playing may be interested to try the game again once this patch is out.

No mention of dead zone adjustments but Linear Ramp sounds good.
 
Can anyone give me a crash course to the differences between Dual Zone and Exponential Ramp and Linear Ramp?

They have to do with acceleration. IIRC, Dual Zone is reduced acceleration but the limits of the stick would have high acceleration. Exponential Ramp is acceleration not being 1:1 (or near 1:1) in terms of acceleration when you move the stick, so if you moved the stick 40% away from the centre, the camera might only be moving at 20% speed or whatever. Linear Ramp is closer to a 1:1 movement.
 
now they only need to increase the maximum controller speed as its still pretty slow even on 100


Will make KBM users even more OP.

not really, if anything itll close the gap between controller players and mouse players as the aim smoothing was even more terrible with sticks due to the random inbuilt movement play of analogsticks

also i have heard of lots of mouse players that will change back to controllers now as you now can finally make use out of your analogstick muscle memory from other games with similar look mechanics now that linear ramp will come
 
I'm glad they've been constantly trying to improve the console controls, because Overwatch on PS4 was one of the worst controlling modern shooters at launch. I switched to PC after a few months and never looked back, even though I feel comfortable playing FPS on both controllers or Mouse/KB.
 
I'm glad they've been constantly trying to improve the console controls, because Overwatch on PS4 was one of the worst controlling modern shooters at launch. I switched to PC after a few months and never looked back, even though I feel comfortable playing FPS on both controllers or Mouse/KB.

I loved the game but yeah, it never felt great in terms of aiming.
 
Please elaborate, this game is pretty flexible already.

Pretty sure he means the breadth of aiming configuration you get in something like Titanfall 2.

tf2_look_controls.jpg

These are things you can control directly using a dedicated app for Xbox One Elite controllers, as well, but it's nice to have the options expose in-game, since shooters designed around analog sticks will likely have a very heavily-customized setup for these that dictates the game's overall feel.
 
not really, if anything itll close the gap between controller players and mouse players as the aim smoothing was even more terrible with sticks due to the random inbuilt movement play of analogsticks

I'm pretty sure that you could achieve 1:1 mouse aiming with nearly the exact same feel as aiming on PC using a Xim4, Linear Ramp, and disabled Smoothing. These options make controller play better, but as far as I can tell, they also inadvertently provide the tools for Xim4 users to perfect the feel of aiming a mouse moreso than they're able to manage with other console games.
 
I'm glad they've been constantly trying to improve the console controls, because Overwatch on PS4 was one of the worst controlling modern shooters at launch. I switched to PC after a few months and never looked back, even though I feel comfortable playing FPS on both controllers or Mouse/KB.

Agreed. I'm always surprised when a AAA console shooter can't even get the basics right. TBH, nobody does controller aiming better than COD.
 
Why does no PS4 first person shooter support the touchpad for aiming?

I played a FPS with a touchpad before. Of course it wasn't as precise as an actual mouse, but it was still more optimal than an analog stick imo.

The dual shock 4 touchpad is so criminally underused. I'm getting really sick and tired of games only using it as an oversized replacement for the Select button.
 
Nice to hear

This is one thing that always drives me nuts about PC focused devs with FPS on consoles. They often think that we have to have very slow maximum turn speeds in order to play. Overwatch and Metro Redux are most guilty of this.

Thankfully DICE, Id, and Respawn are there to set the example for control customization and input.
 
Agreed. I'm always surprised when a AAA console shooter can't even get the basics right. TBH, nobody does controller aiming better than COD.

I personally feel that Destiny has the best feel to shooting of any current shooter on consoles, but a lot of that has to do with the fact that it's specifically designed with using a controller in mind, rather than taking a PC-style FPS shooting paradigm and adapting it to the controller itself.

That, and it also has a lot of in-game mechanics that cause its aim assistance to do all sorts of interesting things, and playing the game well absolutely revolves around understanding how they work and how to leverage them well (especially for hand cannons, which are designed to very specifically manipulate this to fulfill their niche in comparison to other primary weapons).

It's not really an experience you can expect out of most shooters, as a result of this, however.
 
Agreed. I'm always surprised when a AAA console shooter can't even get the basics right. TBH, nobody does controller aiming better than COD.

CoD has always been great in that regard, very sharp and responsive controls, but I'd put BF at the top personally. Do newer CoDs have separate sensitivities for looking around and ADS? This is such a simple thing that so many FPS' don't have.

Not to mention BF1 also has a stick dead-zone slider <3
 
Why does no PS4 first person shooter support the touchpad for aiming?

I played a FPS with a touchpad before. Of course it wasn't as precise as an actual mouse, but it was still more optimal than an analog stick imo.

The dual shock 4 touchpad is so criminally underused. I'm getting really sick and tired of games only using it as an oversized replacement for the Select button.

That sounds like a nightmare, from the tiny surface area space needing you to just be scrubbing the fuck out of it to look vertically to the shitty ergonomics of needing to hover your thumb over the surface rather than being able to rest it on anything.
 
Why does no PS4 first person shooter support the touchpad for aiming?

I played a FPS with a touchpad before. Of course it wasn't as precise as an actual mouse, but it was still more optimal than an analog stick imo.

The dual shock 4 touchpad is so criminally underused. I'm getting really sick and tired of games only using it as an oversized replacement for the Select button.

The location of the touchpad seems like it would be awful to use as the main control for anything though. The sensitivity seems off as well. I have enough trouble using it to select giant buttons in a menu sometimes. Trying to control something in an FPS with it sounds impossible.
 
Why does no PS4 first person shooter support the touchpad for aiming?
The DS4 touchpad is really cheap. As someone who exclusively uses the trackpad on the Steam Controller, I gave the DS4 pad a shot at some point, and the input is just too floaty. The cursor drifts constantly; it seems made more for gestures than actual cursor movement. That said, yeah, trackpads are criminally underrated as an input method for games. Obviously mice will always be better, but from my experiences with an SC, they get ridiculously close to that level of precision.
 
I personally feel that Destiny has the best feel to shooting of any current shooter on consoles, but a lot of that has to do with the fact that it's specifically designed with using a controller in mind, rather than taking a PC-style FPS shooting paradigm and adapting it to the controller itself.

That, and it also has a lot of in-game mechanics that cause its aim assistance to do all sorts of interesting things, and playing the game well absolutely revolves around understanding how they work and how to leverage them well (especially for hand cannons, which are designed to very specifically manipulate this to fulfill their niche in comparison to other primary weapons).

It's not really an experience you can expect out of most shooters, as a result of this, however.

Bungie's weapons just feel amazing to use from the sound to the snappy gunplay. I might be wrong but from my personal experience, snappy and fun console fps always have heavy and sticky aim assist and Destiny is no different. I think it's just the nature of sticks and how imprecise they are so I don't blame developers for it.

One thing I always find interesting though is how much importance people place on aiming in fps game. Of course it's important to have a fast TTK by aiming quickly and accurately but situational awareness, movement, and positioning are just as important. From personal experience, if I'm having a good match in any fps then I'm probably always on the move. Movement is most important
 
You can bind whatever action you want to whatever button you want and can have different control profiles across different characters. I'm not sure I've played a console game where I had more control options.

Agreed, with Titanfall 2 probably being the only exception (as already mentioned). I mean, this stuff in the patch is seriously moving into stuff only .1% of the community will bother messing with, which is awesome and should become far more standard across console games.
 
Those changes are super complicated for me to understand, so which of those options would make it feel to aim more like destiny, reading it makes sense why I always thought there was something weird going on in OW.
 
Nice! Now all that's left is block KB+M users.
Those who want to use KB+M can do so on PC, you can tell who uses it by checking their replays killcams. Do we gotta petition to Sony or Microsoft to do this
 
I will ignore this in its entirety because it is far too complicated.

I know some of these words

Those changes are super complicated for me to understand, so which of those options would make it feel to aim more like destiny, reading it makes sense why I always thought there was something weird going on in OW.

It's less complicated than it sounds.

Linear Ramp is just making it so when you move the control stick, the acceleration speed of the camera is similar to how far you are pushing the stick in a certain direction. The older (exponential) method would increase the acceleration speed the farther the stick was pushed.
 
Hopefully this will help. Overwatch aiming has been pretty dodgy since launch, it's improved but it's noticeably worse than many major console shooters.
 
Useful graph from leddit

https://www.reddit.com/r/OWConsole/comments/68pj63/a_visual_for_those_who_still_dont_get_the_aim/

VFotmXm.jpg


So the easiest, Linear. You tilit the stick at 25% you turn at 25% speed, it's 1-1 all the way through.
Exponential, if you remember your maths exponential formulas create a curved ramp because they increase in a non 1-1 way. Only Blizzard knows the true formula but it should be curved like I have it
Dual Zone, This was created because people felt exponential was too slow in turning a 180, while also not having enough precision at the low angles (check me on this please). But basically for the vast majority of your stick angle the sensitivity is low, then at the last, say 10%, the sensitivity quickly goes to max.
Hope this helped
edit this might confuse some people without talking about aim smoothing. Aim smoothing makes it so your movements have acceleration on them. If you flick to max, the game will progressively get you to max, over a set amount time/distance(who knows what Blizzard is actually using) this is aim smoothing at the default 100
If you set it to 0,and do a max flick, the aim will speed up according to where your thumb is without delay. This will drastically affect the responsiveness of your aim so mess around with it all

Apparently Blizzard didn't take into account their massive deadzones though so it still isn't great lol.
 
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