Duck Season
The Law Sep 18, 2017 @ 8:16pm
What does everyone think of the aiming controls?
So, one big thing that Stress Level Zero talked about regarding this game was how the game looks for your shoulder and pulls in the gun into it to keep you steady (or something along those lines). I was wondering how people feel about it in general. Here's what I noticed.

Pros
It really does keep you steady.
It rewards proper handling.

Cons
It does do a bit of what I worried about, taking control away from the player. If you try to move your front hand quickly to take a fast shot on a bird, the gun often just doesn't move nearly as far as your hand, causing a massive miss. You have to move more of your body, or else the game throws off your aim.



I actually wanted to test it with and without this control scheme, but the game doesn't seem to have an option in the pause menu for doing so. After many hours of Onward and H3VR, it felt steady, but my aiming habits were completely destroyed... The pumping and shell loading is absolutely perfect, though, best VR shotgun I've used by far.

Again, please share your thoughts on this interesting thing that the devs tried!
Last edited by The Law; Sep 18, 2017 @ 8:16pm
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DannyPikmin Sep 18, 2017 @ 8:48pm 
The system you're talking about is actually in Hover Junkers, not in Duck Season.

In this game, you're encouraged to keep your hands alligned at all times to pretend you're actually holding a shotgun, so you can't just move your forward hand away to aim like you would in most other VR shooters.

This changes the hand that you use to aim from the hand you have stretched outward to your dominant hand. That's the reason why you felt like you have to move your body, because (if you're like me) instead of leading with your left (right if you're leftie) hand, you have to move the gun with the hand closer to your body and have your other hand follow that motion or else you lose your grip.

I still prefer aiming with my forward hand, but this feels like a huge step forward for keeping your hands where they should be as though you're holding a real gun.
The Law Sep 18, 2017 @ 8:51pm 
Originally posted by Danielator:
The system you're talking about is actually in Hover Junkers, not in Duck Season.

In this game, you're encouraged to keep your hands alligned at all times to pretend you're actually holding a shotgun, so you can't just move your forward hand away to aim like you would in most other VR shooters.

This changes the hand that you use to aim from the hand you have stretched outward to your dominant hand. That's the reason why you felt like you have to move your body, because (if you're like me) instead of leading with your left (right if you're leftie) hand, you have to move the gun with the hand closer to your body and have your other hand follow that motion or else you lose your grip.

I still prefer aiming with my forward hand, but this feels like a huge step forward for keeping your hands where they should be as though you're holding a real gun.

Hmmm, I think they used the same system for 2-handed weapons in both games. It's super noticeable if you try aiming the shotgun with only one hand, as it kinda snags onto your shoulder.
DannyPikmin Sep 18, 2017 @ 9:04pm 
Just tried it, and it does not. If you're talking about the wibbling and the wobbling the shotgun does when you're one-handing it, that's because you're one-handing a heavy instrument of doom. It's wobbly without that extra support.
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