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Every single implementation of gyro aiming that I've tried has been complete and utter ass.

On the Switch 2 it doesn't really work in handheld mode because you have to move the actual screen around which makes it impossible to focus on the actual game. The joycons work alright when they're detached, but at that point the mouse thingy is leagues better.

On PC it's even worse. The community presets for flick stick make the act of aiming actually tolerable in a vacuum, but basic navigation becomes a huge chore as you're forced to balance two different awkward options for the simple action of looking around the environment. Also there's this weird thing in most games where the gyro doesn't register if you're performing any input on the gamepad like moving your character, since the community presets basically rely on switching between controller input and a simulated mouse.

At this point I'm convinced the people pushing gyro are just contrarians who recognize that analogs aren't that good for aiming but don't want to bit the bullet and just use KBM
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kb+m sucks ass for racing games, so for any games that have both shooting and racing gyro is the best compromise.
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>>737237075
You mean like Twisted Metal? I don't think I remember the last time I played a game that required precise driving and precise aiming at the same time, maybe Arkham Knight in 2015
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>>737236941
You don't really want to use gyro for aiming while you're in handheld mode, for reasons you've discovered.
The joycons are also shit controllers, and the joycon mouse even more so. That thing is basically a medical tool to induce wrist problems. Imagine using that tiny thin fucking rectangle as a mouse for any amount of time. Takes too much effort to keep it upright while moving, the buttons are just not placed for your fingers in that position, no attempt to make a natural position for your hand, it beyond sucks.
Just using pro controller though, it's great. You get all the benefits of a controller, like more natural finger positions for simultaneous inputs, 360 analog movement, etc while also making a pretty damn good compromise for a mouse with the gyro.
Mouse is obviously the better tool for strictly aiming and using menus, but I can't imagine playing Splatoon on kb+m being any better than on a controller frankly.
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>>737237141
>at the same time
Do you swap controller within the same game?
There's a lot of shooter games with driving segments in them
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>>737236941
>who recognize that analogs aren't that good for aiming but don't want to bit the bullet and just use KBM
the whole reason gyro aiming exists is because it's way better than dual analog and can be used with a controller on your couch, nobody thinks it's better than mouse for aiming outside of that scenario
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>>737237472
>Do you swap controller within the same game?
I mean if you're playing in a desk it wouldn't be inconceivable
>There's a lot of shooter games with driving segments in them
My point is, how many of those have driving sections that actually need or benefit from analog input? Driving in Halo or whatever is pretty stripped down compared to a racing game proper
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>>737236941
Stop adding that red border to the OP.
I know what you're trying to do.
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User error

Every time I play fortnite with an xbox controller now I get that urge to gyrate
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>>737238224
>Every time I play fortnite
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>>737236941
Use the analog stick for basic navigation and gyro to aim at what is in front of you. You are probably doing something wrong if you constantly need to turn 220 degrees to target enemies. The widest controller you have is better than split joycons because it gives you more stability and control for precise aiming. You have to move your hands more for the same angle change, so it is equivalent to using a mouse with a larger mouse pad and lower sensitivity.

> Also there's this weird thing in most games where the gyro doesn't register if you're performing any input on the gamepad
These exist, but I don’t run into them all that often. I feel like it is more likely to be a problem in older games. You should also map your own controls since community presents are never good.

> but don't want to bit the bullet and just use KBM
Keyboard and mouse has been around much longer than gyro. The bullet has already been bit and mouse works great so it is more like biting the burrito if a food analogy is ok. Gyro is good because it brings controllers more in line with mouse so games do not need to be designed with a controller’s limitations in mind. It is also ideal for games that you would typically play with a controller that also having aiming. Last, it just feels good to use and I will use it over mouse and keyboard whenever possible even in cases where it is not optimal.
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>>737238291
Oh right I forgot /v/ doesn't play vidya
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>>737236941
Flickstick is for people who navigate by compass, the kind that hear the navigator say "head west" and instantly know where they should go. For everyone else, Splat-style single-axis pan plus camera reset is more intuitive, and since it doesn't have to be chambered in nuance, it can even be theoretically offloaded from stick onto regular buttons, like on N64, and then free up the left stick for shenanigans.
Handheld Switch with gyro is possible, you can get used to it. The key is very high sensitivity, the width and weight of the console will filter out jitters. I've been playing Splat like that for a few years when I didn't own a TV, screen size making it hard to use long-range weapons is a much bigger problem than it moving.
KBM is massively carried by the mouse. Keyboard kinda sucks for gaming. Really sucks for gaming. A perfect setup would be mouse and half-controller (e.g. single joycon), but that has the exact same compatibility issues with bad PC ports as gyro.
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>>737236941
Gyro in Splatoon 1 was absolutely perfect. Idk what they screwed up in the Switch but it's completely different.
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>>737238298
>You are probably doing something wrong if you constantly need to turn 220 degrees to target enemies
No I mean, even if it works well for aiming once an enemy is in your field of view, at least in single player games most of the time you'll be looking around the environment. Like imagine Resident Evil 8 or something, even if it is an action game you're not actively fighting enemies most of the time the game is running. It's a tradeoff between having a bit better performance when shooting but the cost for that is that the rest of the time it's really awkward to just move and look around the world.

In competitive games it's another story, but my point if that if you're going full sweat KBM will be the best of both worlds
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Aiming with gyro is much better with quick snap, one time aiming
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>>737236941
Splatoon with gyro controls is where fps have peaked in terms of aiming with a controller.
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>>737238298
>Use the analog stick for basic navigation and gyro to aim at what is in front of you.
Exactly the opposite. Use gyro like a mouse and don't touch the stick in combat ever, and only turn with stick when you are between engagements to point yourself in a desired direction.
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>>737236941
>want to play splatoon pve becase ez mode gamer
>need to reach an arbritrary level to unlock it
>only way to do this is pvp
>somehow get stuck for 20mins at the weapon shop with non-stop yapping and no way to get out of it
i wish i could refund this shit, awful first time experience
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>>737238476
I'm not following why this is a significant issue, so maybe it is just about how use to it you are. I have heard people mention they don't like having to hold the controller still, which does make since if that is part of your problem. I have made a layout that can disable gyro if it is a game with sections where I know know there won't be any combat. This is part of why I suggest to always make your own control layout. Most games that were not designed to be used with gyro will need to teaks that are rarely optimized in the top community layouts. I also get the point with your example, but in games like RE it is common to only activate gyro while aiming

>>737238565
Maybe I said it poorly since "aim at what is infront of you" is too limiting, but this is what I meant where basic navigation was intended to be times when there are no enemies. The main thing I wanted to get at is that when you first start using gyro it is easy to use it too much at times when it would be fine to use analog stick and then you end up in an awkward posture when an enemy shows up. It is best to keep the controller close to neutral and then you can turn 180 degrees purely with gyro without overextending if you need to.
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I need inking tutorials



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