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What this tells me is that you're misunderstanding the aiming system. You should be using the mouse to control the speed, not the position, of the turret.
Look at the small arrow on the screen below the center of the gunsight. It shows you the aiming speed based on your current mouse movement. The mouse controls that arrow directly. If you move the mouse a bit to the right and then park it, the turret will turn right forever, until you move it left or let go of the aim button.
Think of it like using a joystick. Moving the mouse is like moving the joystick. To turn the turret, you don't keep tilting the joystick until it's upside down. You move it to its limit and stop, and as long as you stay there, it's registering a full turn. To stop turning, you move the stick back the other way, or let go.
A good grasp of how the aiming system works is important for doing any kind of precision gunnery on long range targets or (especially) moving targets. Practice making small adjustments to your mouse position and watching how it affects the turret speed. If you're doing it right, you should spend most of the time with the mouse stationary, even when sweeping the gun around to a new target.
I understand how the system works, however my sensitivity in every other game is around 30cm per 360 degree turn so turns out I have to move my mouse by 30cm to have turret traverse at full speed. Mouse sensitivity is so, so personal preferance that it should be easly adjustable in different conditions. Also It won't affect "balance/realism/gameplay" as turet traverse and its acceleration is still limited by the vehicle you currently using. It will just make our experience much better. To be honest this is one small yet big thing in this game right now that holds me down from playing. It's like I have focus on fighting with controls rather than actually playing the game.
I don't know whether there will ever be a separate sensitivity control for each view or not. In the meantime, I suggest that you use the commander view to point the gun roughly where you want it and the gunsight to make fine adjustments before firing. You can also hold spacebar to let the AI commander guide your aim to the current priority target. The gunsight view is generally not meant to be used for broad sweeping turret turns.
I've just had to up my sensitivity so it's uncomfortable in commander view. This allow me to fit a full "joystick" within my mousepad for gunner view (if that makes sense). If I could just lower my sensitivity a bit for commander view it would make it so much more comfortable.
You can honestly just increase base mouse sensitivity if it matters that much.
For me the base mouse sensitivity is somewhat too low so I increased it to the point that commander's sight has quite high sensitivity but gunner sight sensitivity is just nice. Loss in precision for commander's sight due to higher sensitivity isn't important for me at all because I don't use the commander's sight for precision shooting; instead I use it for acquiring targets since it just needs to guide the gunner's sight to roughly where the target is.
And honestly, you *should* be using the commander's sight to acquire targets *before* using the gunner's primary sight. Commander's sight is at the commander's cupola for all tanks (some IFVs are at the hull instead) so it allows you to see enemies before they see you. So you can be ready for them when you pop your tank over that ridge.
There is still no reason not to simply allow players to choose by providing two sensitivity options. It's a very easy change for a big QoL improvement to at least some players.
I don't mind it the way it is currently since it encourages players to use the different sights for their intended purposes (gunner sight for accurate fire, commander sight for target acquisition)
You still would use different sights, It just won't be pain in the a** to use them.