 Dawn_of_Ash, on October 20 2014 - 05:20 AM, said:
Dawn_of_Ash, on October 20 2014 - 05:20 AM, said:
I was confused when people keep stating the name "turn cap". Is a "turn cap" the sensitivty which you turn?
 I can't believe you've been on the forums as long as you have and you're still confused about Hawken's turn rate cap.
I guess if you've never 
really used m+kb on "normal" shooters (CoD, Battlefield, Counter Strike, Portal, etc.) you may never have gotten a feel for what m+kb players call "twitch."
A person with fine motor skills can get used to their sensitivity and field-of-view setting in a game and train themselves to instinctively know how much they need to move the mouse turn a specific amount in-game. If you don't have mouse acceleration on, you can move your mouse that distance however fast you want -ie extremely fast. In Blacklight: Retribution, I can turn 180 degrees very precisely in around a hundredth of a second. If I'm in the zone, I can "twitch" my mouse to bring the reticle directly on a target and fire almost instantly. You see this kind of twitchy gameplay in videos of skilled PC gamers all the time. It's twitchy not because their sensitivity is too high, but because they're actually moving their mouse that fast, intentionally, to look around or aim.
All joysticks (including controllers) have a defined maximum input (stick held all the way in one direction). Whatever sensitivity you use in-game defines the maximum angular velocity your character will turn at maximum joystick input. They have a turn cap by the very nature of their input method.
Hawken is different from most PC shooters in that it forces a turn rate cap for all input methods. No matter how high you set your sensitivity, the game will not allow you to turn beyond a certain angular velocity. It's especially noticeable if you use a mouse and have high sensitivity like the video in the first post of this thread:
https://community.pl...deo-on-request/
Notice how twitchy small movements seem, but his reticle seems to move slower and more smooth when he turns in one direction for a long time. He's hitting the turn rate cap. This actually looks more similar to controller gameplay than mouse gameplay. Search youtube for people who post quickscoping montages and look for videos with minimal editing. Then search for controller gameplay of the same game and you'll see what I mean.
This might not be the best example, but...
http://youtu.be/yVNYg9qyz0Y
Watch one screen closely, then the other closely. There are some points where turning with the controller is obviously hitting the turn cap. At those same points, the m+kb is able to turn so fast it almost looks like a slideshow. This is a large part of why many people insist 60 or more frames per second is a huge advantage. When their adrenaline is really going, some people can differentiate between one frame and the next at 60 fps, so they can actually benefit from 120 frames per second.
EDIT: Inverse mouse acceleration is a little different. Mouse acceleration applies a function (usually linear) to your raw input so your virtual input at high speeds is different than at low speeds. So... one inch of mouse travel at low speed results in a different angular velocity than one inch of mouse travel at high speeds. Something similar for controller input as well, usually it's implemented so holding the joystick at max input increases the virtual input over time by a spline curve similar to an inverse tangent function. "Normal" mouse acceleration increases the high speed virtual input while "inverse" mouse acceleration decreases your high speed virtual input. So with inverse mouse acceleration, there is technically a turn cap, but 
exceeding the cap actually further decreases your angular velocity.
					
					
					
							Edited by Hell_Diguner, October 20 2014 - 04:42 PM.