As currently we are at heavy console controls support I want to point out issue that prevents me from playing or gives hard time playing "controlled gadget" operators operators. As a support player i would love to be able to use as much gadgets as possible instead of my gun (;
Operators affected: Twitch, Maestro, Echo, Valkyrie, Zero, Brava, Booletproof camera
Issue: Aiming with gadget is hard (almost impossible) when playing on high sensitivity
Reprosteps:
Pick Maestro (or any affected operator)Setup NO-ADS (horizontal or vertical or both) sensitivity to highest possiblePlace gadgetTry to aim at targets or ping gadgets with smart pingIt is impossible to aim even at operators in 10m range coz of too high sensitivity
"Fast turning, precise aiming" - "NoADS, ADS rule" Both of them have separate sensitivity setting giving players possibility to setup own preference, suiting their own needs. Problem is that this rule do not apply to anything outside of "operator". If player posses something that is not operator (any gadget, camera, drone) there is no "ADS" state. This mean "NoADS" sensitivity is used as default and only setting leaving player with too high sensitivity to perform precise actions.
ADS for gadgets - "Simplest" (ofc for end user to understand, implementation wise it wont 🙂 ) solution is to be consistent with NoADS, ADS rule in every context player can be in (operator, gadget). Sounds easy right? Ofc it is not. Aside from work that has to be done on implementation side, player need to understand in what state player is.
Feedback base line:
Operator state is clear to be sold
NoADS - Input not held (aim button), weapon is down, camera is not zoomed in.
ADS - Input held (aim button), weapon is up, camera uses "sights zoom"
Side note: this rule applies to every gadget that is held in operator hands. Lets make game more consistent!
Gadget state is tricky. Lets describe base line that can be used for everything first, and solve some tricky cases later.
Every gadget:
NoADS - Input not held (aim button)
ADS - Input held (aim button)
What do we miss? visual feedback. For operators weapon itself /zoom in FoV is a visual cue. For gadgets? there is no such thing. And we cannot do big and noticeable zoom in as it is player preference to have it or not (following weapon sights design). There still should be small zoom in just to create motion on screen.
To give player visual feedback we can use UI elements. Special frame or crosshair change to indicate "ADS" state.
This leaves us with:
NoADS - Input not held (aim button), camera is not zoomed in, default crosshair/ui element
ADS - Input held (aim button), camera uses "slight zoom", special state of crosshair/ui element
Sounds cool right? But there has to be cornercase:
Maestro: ADS input is the same as "open bulletproof glass" input. What if player want to ping enemy gadget or precise position with yellow ping without opening glass?
What is risky to do:
Create more complicate input - ADS button do not open glass but player can open/close glass with another input. Aiming - thumbstick + Aim button - ADS state + additional button - open glass + fire button - fire. 4 inputs sounds not like much but there are scenarios player will push all of them at the same time. Unless change for opening glass will be a toggle instead of hold. With toggle player commits to camera state by planning next move.
Fire button opens up glass before shooting - change to whole gadget gameplay flow. Maestro flick shooting is a thing: player may want to keep glass open while turning away from target to block shoots with camera body. With this approach player is forced to shoot at ceiling with open glass or close glass making next shooting delayed (maybe it is not a bad thing (; )
Ranked/MMR