#Trigger to grab mags

55 messages · Page 1 of 1 (latest)

mellow falcon
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More often than not, when I get surprised by an enemy and I go to pull out my pistol, I end up grabbing a magazine out of my chest rig and its really annoying. Having an option to use the trigger to grab mags and grip to grab everything else would instantly fix this issue.

finite orbit
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I wish this got more upvotes. Rught now it's impossible to quickdraw your sidearm due to this, which is not good in a game where reaction and draw time is important. Trigger to grab mags would solve this issue.

round raft
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Solution to release bullets from the magazine? Cus normally you'd use the trigger for that

cold garden
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a bigger issue for me is when I try to hold my pistol with both hands and end up grabbing it out of my dominant hand instead because for some reason that's a thing you can do

finite orbit
finite orbit
plucky dock
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Options are fine. Did the old game have that option?
I wouldn’t use it, but I guess it could flip so grip would be the button to release bullets….
Would get confusing with ammo boxes, though.
Seems like a nightmare to me but, yeah.

crisp flax
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it would be awkward but as an option it would probably work

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personally i wouldnt swap it but the option would be fine i think

round raft
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But as a main control scheme that wouldn't work for all controllers

finite orbit
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One way or another I should be able to reliably quick-draw my side arm.

crisp flax
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i think that the rig should be connected directly to where your head is pointed but

finite orbit
crisp flax
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it would be wierd i think for a lot of people considering they would have to draw from a different part of their body if their head was in a different spot but the holster would be in a consistant place in relation to your head so

finite orbit
cold garden
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if your head is angled downwards, it stops rotating

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as soon as you raise your head it snaps to align with your head's rotation

finite orbit
storm bloom
# crisp flax grip button

Trigger grabs the mag, but if you hold grip you grab the mag slighly differently and are able to deposit rounds. The two grip styles need to be different (ex just trigger would be only 2 fingers)

quasi vector
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In itr2 I had zero cases where I correctly grabbed pistol/sawoff, in most cases I would grab the damn mag and in other cases I would grab the sawoff by the front...this was not even a thing in the itr1 and for a good reason

quasi vector
# crisp flax grip button

nah. awkward, just use the same button that used for mag release, it is not used for anything while holding mags/boxes

finite orbit
round raft
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its a physical action you do with your hands

wooden kestrel
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Half of the issue is that the inverse kinematics are relatively static compared to ITR1. The number of times I've reached to grab my PDA and ended up grabbing something out of my hip pouch, because my "body" was stuck in a 45 degree rotation relative to my head and hands.

round raft
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its just weird

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I kinda want FBT support with this game ngl

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given they fix the height thing

uncut geode
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I should just try the rig where the weapons are on the torso i guess

mellow falcon
dire flare
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I could muscle memory this. I know because I did in itr1. The problem here is that the character model doesn't follow your vision perfectly and often ends up in awkward positions in relation to your head. A better solution would make the palyerbody model follow your head more accurately, in similar fashion to itr1.

coral hatch
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I would agree with this. When I look down in itr2 I can fit the lenth of the makarov bewteen where my chest actually is and the edge of the character model

mellow falcon
distant ivy
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my biggest problem is that my character isn't pointing where I'm pointing, that's when I have issues quickdrawing stuff, I wish there was a way to decrease that or better yet just have hip tracker support so we don't have to deal with that.

dire flare
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Coz I'm limited to just the controllers and a headset

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And it feels like the body movement tracking is really bad

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Because of all the abovementioned reasons

distant ivy
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there's no body tracking available whatsoever

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I have limited FBT with the Q3 and hip tracking works fine in other games that support it

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ITR2 has zero such functionality so far

dire flare
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Okay. Thought that the playerbody quirks were because of my lack of proper body tracking

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ITR1 and H3VR have worked fine this far and I've developed good muscle memory for those games.

distant ivy
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eh nah, I believe it was better in ITR 1 since your body always followed where you were looking

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with a bit of smoothing but it was always following

dire flare
plucky dock
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I agree the main factor here is a bug related to body/head position which will surely be improved a lot before release. The last game did this fine so, expectations are….