Shifty Geezer said:
Wow. Wasn't only yesterday someone else was accusing me of being a Sony sixstar with nothing but vilified hatred for all things Nintendo?
I don't know about that, but unless you can either quote precisely where I said the controller wasn't suitable or retract your claim, I will accuse you of being a liar.
Not analogue, which means they're off or on, rather then a degree of freedom.
Irrelevent.
I was talking about input modes. You said Revolution controller offers no more input options then existing methods, but it offers, by my reckoning, 8 analogue inputs versus a PCs 2. You can run forward and left and lean right perhaps, but on Revolution can you choose how much you run forwards, and left, and lean right.
Again with your made up BS.
I
NEVER said anything about input modes, or input options. Not once.
I only commented on one single aspect of control in one signe genre of game. Nothing more. And analog or digital, thumbstick or controller, button or trigger makes absolutely ZERO difference to what I said..
Huh?! An analogue input provides a signal strength, and you map that onto a multiplier when you use it. The software receives a signal 'The controller is turned x degrees pitch, y degrees yaw, z degrees roll' etc and the developer decides how to use it. Will one degree of x rotation be mapped as to one degree of rotation in the game? Or five? Or allow a sensitivity slider for the gamer to choose?[/quote]
Wrong.
On rotation specifically. Turning around in a circle in a FPS. There is only 1 input being discussed here, and it's incredibly different on the Revolution controller than a mouse.
Exactly the same as a mouse or thumbstick or analogue flight yoke or steering wheel. When you say the Revolution's controller has no adjustment for sensitivity except in software, netiher does your mouse!
No, mice are different. In a mouse, the "sensitivity" rate is how far the ball rotates translated into on-screen movement. The higher the sensitivity, the less ball movement it takes to achieve the same degree of in-game movement.
But the SPEED at which it moves is limited by one thing, and one thing only.
Your arm.
You can spin as fast as you can move your arm or wrist. Your only limitation on rotation speed is how quickly you can move.
Why on EARTH do you want to do three 360 spins in a second?
You've never played PC FPS's before, have you?
There is this tactic called Circle Strafing. Basically you rotate to the side as you run around your opponent in a circle, always keeping your gun pointed to the center of the circle. Often times, especially online, your opponent will do the same thing.
Now, the normal tactic to beating your opponent when both of you are circle strafing is to cut into his circle. In otherwords, you turn faster than him, and cut inside if his aiming point.
This normal, every day tactic is impossible using any other controller but a mouse or trackball. Joysticks, thumbsticks, and yes, your precious Revolution controller are all incapable of matching that rate of turn because they all have a maximum limit on how far the controller can be moved or rotate, and beyond that limit the speed or rotation remains constant.
What ends up happening is you and your opponent circle each other at the exact same rate, and instead of being a tactical fight you end up with a contest of simply who shoots first, or who has the biggest gun. You may as well not bother circle strafing at all, because there is no advantage to be gained by doing it.
Since all of these aspects seem to be beyond your grasp, perhaps you should not continue this debate until you have at least familiarized yourself with PC FPS gaming, and the tactics normally employed by it's fans, and the reason behind the controller prefences that exist in that specific genre.