Mouse & Aiming
- Mouse look is now frame-rate independent. Turn speed was previously scaled by frame time, so your effective
sensitivity shifted slightly as your frame rate moved. On a locked frame rate (V-Sync or a set FPS cap) this was
invisible: you set the slider once and it stayed put. But on uncapped, high-refresh or G-Sync/FreeSync setups, or
during heavy scenes where the frame rate dips, aim could feel a little faster or slower than it did a moment earlier.
One sensitivity setting now means one feel, everywhere. - Sticky aim is now controller-only. The slight aim slow-down as your crosshair passes over an enemy is a
controller assist, but a small amount of it could apply to mouse input too, most noticeably in the opening moments of a session, or when a controller was connected alongside your mouse. Mouse and keyboard now ignores it entirely. - Controller aim is unchanged.
If you play uncapped or on a high-refresh display, you may want to take a quick look at your mouse sensitivity
slider after this update. Aim will feel slightly different now that it's locked to a consistent baseline.
Audio
- Companion drones (M.U.T.T. and Defense) no longer hum while you're on the star map.
Thank you KeyMongSang for bringing the mouse sensitivity to my attention in this review https://steamcommunity.com/id/khs7332/recommended/2629280
P.S. I also fixed the issue you had with allies hiding in walls in the main FPS + Sword update
감사합니다
James