You are talking about low fov vs high fov though. You weren’t talking about limits, and if you were talking about limits you didn’t specify a value. Let’s say the limit is 130. I assure you if you are walking around with 60-80 FOV and I am at 115 (where im comfortable based on the resolution i play at) I will be at an advantage over time. That’s not to say that individual skill can not compensate for that.
FOV on the PC
Sure I haven’t been clear. But that’s also because I find exact limits not interesting to discuss. All I’m saying is that if you limit the FoV of players, the direction they look in becomes more of an investment than with a high FoV. With a high FoV there’s no point in looking around as you see everything, the only reason to move the mouse is for movement and aiming which seems to make the gameplay more shallow.
Or more like chess instead of roulette. The drawback to such a high FOV is having to be more precise with aim since everything is smaller.
oic…? I thought the stix argument being discussed was that stix have a higher disparity between inept and adept. Not stix vs. mouse = challenge. Different arguments.
I understand the analogy but I can’t agree with that. You’re not looking in a random direction, you usually have lots of reasons to be looking in a certain direction. Priorities as well as estimating where your opponents could probably be all count here.
The drawback to such a high FOV is having to be more precise with aim since everything is smaller.
True, and I think that’s an uninteresting drawback. You’re basically trading accuracy for more information, information that you no longer require by other means (looking around). It allows players to trade an intellectual skill like weighing the best direction to look in with a mere cognitive skill like aiming. It makes the game more superficial in that regard.
Fov 90-110 is optimal balance of aim vs wision for speedy games like q3 and rtcw in terms of how fast gameplay is and how aware you need to be of your surroundings.
In a game like brink, you could (not saying you should) probably play with a fov of 60 because movement is so slow that you just need to take the occasional look around. Very linear maps too from what i’ve seen in videos.
As a RTCW and ET player i’m stumped that SD decided to go with such slow movement speed. I guess i’ll have to adjust, at least until a mod comes out.
[QUOTE=trollface;286903]Fov 90-110 is optimal balance of aim vs wision for speedy games like q3 and rtcw in terms of how fast gameplay is and how aware you need to be of your surroundings.
In a game like brink, you could (not saying you should) probably play with a fov of 60 because movement is so slow that you just need to take the occasional look around. Very linear maps too from what i’ve seen in videos.
As a RTCW and ET player i’m stumped that SD decided to go with such slow movement speed. I guess i’ll have to adjust, at least until a mod comes out.[/QUOTE]
You are forgetting the SMART system, specifically regarding lights.
Why would i be forgetting that?
Kind of irrelevant, unless the idea is that the default means of movement is to slide everywhere.
[QUOTE=trollface;286918]Why would i be forgetting that?
Kind of irrelevant, unless the idea is that the default means of movement is to slide everywhere.[/QUOTE]
Not exactly… They will likely be able to jump over things that may be cover for you but would allow them to get close to you uncontested… which is why I say having a larger FOV would be beneficial regardless of the speed.
Flanking will hopefully be more effective than any other game thus far.
As has been mentioned before, you’re probably assuming movement speed in Brink is slow because the trailers so far have been recorded on consoles with possibly an 80 or less FOV, whereas your experience of RTCW / ET is as a player using > 90 (maybe 100 - 110 I’d guess) FOV.
Brink @ 110 will more than likely feel as fast as ET @ 110, we just haven’t been able to compare yet because the trailers are not filmed using the settings we’ll use.
Indeed. We shall have to wait and see, seeing as the game is finished now and nothing more will change (unless they find something huge and do a recall).
Imho high/low FOV has its pros and cons.
Higher FOV also makes flick shots more difficult because your view is more disoriented.
[QUOTE=riptide;286767]So you having less information to process while having to move your mouse less (to hit what you see)
[/QUOTE]
FOV doesn’t affect sensitivity.
[QUOTE=Bullveyr;286954]Imho high/low FOV has its pros and cons.
Higher FOV also makes flick shots more difficult because your view is more disoriented.
FOV doesn’t affect sensitivity.[/QUOTE]
Bigger targets= less movement to reach said target. Which is why I appended it with “What you see”
Also FOV does affect the feel of your mouse movement. a 360 would be the same but it will feel and look quite different so it will have an affect on your overall sensitivity.
[QUOTE=Bullveyr;286954]Imho high/low FOV has its pros and cons.
Higher FOV also makes flick shots more difficult because your view is more disoriented.
FOV doesn’t affect sensitivity.[/QUOTE]Actually it does. In a major way. Thats why there are FOV - sens calculators.
[QUOTE=Kendle;286940]As has been mentioned before, you’re probably assuming movement speed in Brink is slow because the trailers so far have been recorded on consoles with possibly an 80 or less FOV, whereas your experience of RTCW / ET is as a player using > 90 (maybe 100 - 110 I’d guess) FOV.
Brink @ 110 will more than likely feel as fast as ET @ 110, we just haven’t been able to compare yet because the trailers are not filmed using the settings we’ll use.[/QUOTE]I think you are right in that fov affects how fast you percieve the game to be, but i’m afraid that in this case the players really do move very slow. Look at other players (teammates) and how they move in relation to architecture in gameplay vids that are out.
Compare that to clips of ET. It’s night and day really.
all this talk, when adjusting fov is like adjusting mouse sensitivity - lower - easier to aim, higher - easier to move around and faster reaction… I would like to see the rage if mouse speed was fixed 
The physical movement still stays the same.
or maybe I just don’t get your point 
Also FOV does affect the feel of your mouse movement. a 360 would be the same but it will feel and look quite different so it will have an affect on your overall sensitivity.
Ofc it has big effect on the feeling and changes in FOV might result in changing your sensitivity.
Those calculators are mostly for determing the min. CPI you need for “pixel perfect aiming” but FOV still has no effect on how much you have to move your mouse for a 360° turn.
I like a high FOV because I am playing the character in the game, not the character in game with a cardboard box on their head with a rectangle cut out to see out of. Ruins the immersion completely. 100+ please
[QUOTE=Bullveyr;287128]The physical movement still stays the same.
or maybe I just don’t get your point 
Ofc it has big effect on the feeling and changes in FOV might result in changing your sensitivity.
Those calculators are mostly for determing the min. CPI you need for “pixel perfect aiming” but FOV still has no effect on how much you have to move your mouse for a 360° turn.[/QUOTE]
I say again; yes it does.
A huge effect.