Al. Lopez

@AL2009man
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38 Posts
So, this is how you farm aura?
played a bit of #ResidentEvilRequiem before I head to bed....first impressions so far:

PSA: #ResidentEvilRequiem's PC Version with native PlayStation Controller support

Unlike RE4 Remake (and most RE Engine-based games after RE4 Remake): it does not have native support what-so-ever.

instead: The Steam version will opt-in to Steam Input as selected by Capcom.

What did Spotify mean by this?
So, I hope this clarifies things up and hopefully: BF6's Gyro Aims gets more cooking time as it desperately :)
While I still standby what I've said in the first two tweet: the third tweet is where an apology I ultimately felt warranted, so I hope the Console/Controller Lead dev read this thread and understand where I'm coming from.

I believe it's objective feedback, but said feedback came out of love and betterment for gyro aim.

I do want to see Battlefield 6's current gyro aim implementation to get better, but as it stands: it's not in a good state, UI-wise.

This is why I came across as meanspirited in the first place, but I was meant to be blunt and respectful as possible: I believe the gyro UI stuff is in an unfinished state that really should've been put on hold for when Battlefield Studios can move onto the next patch phase, which they plan to do.

I've (with help from the funni Copilot thing) implemented Gyro Aiming on a source port to understand how this sort of stuff could've easily been solved in the UI-sense...in roughly 1–2 days (depending on UI Code).

a simple “Gyro On/Off” and “Flick Stick On/Off” toggle would've been sufficed.

in Battlefield 6's case: this is different, as I've shown the video itself. Additionally: rebinding it also loses joystick camera in the process, ya practically forced to use “Flick Look” if you want camera controls back.

This is really shouldn't been shipped in this state.