1, The mouse, etc have a greater range of motion and sensitivity than a key does. I don't think you can make an equivalent relation between the two's range of motion, especially since a mouse's sensitivity,etc is user-configurable depending on their needs. This may be hard to correct.
2. I always thought the purpose of grave shackles was to render the target unable to move (i.e. forward/backward/strafe) since I never had a problem with my mouse look. Always thought the non-moving bit was annoying enough. It sounds like D just disabled the movement keys for the duration of it. The NPCs sure can aim daggers and grenades at me when I shackle them.
#5 doesn't work like that. There's a loading time every time you switch ammo types. I just tried it. Just fires off the first one if that.
#6, You can do the same using the keyboard only as well. The reload time is probably supposed to be a bit longer. I have used this somewhat to switch out my grenade types after tossing one so I don't waste time reloading but never threw them that fast before. Never came to mind to try.
#7, Yeah but it each ammo you quickly switch to does take one of your shots. It isn't simultaneous. I do this all of the time to not waste time reloading (venom/bane/normal) for my first volley. Can use the keyboard hot-keys to switch them quickly as well.
#9, I doubt Disney is going to do something about that. "Who doesn't have a wheel on their mouse nowadays," would be their logic. IMO, not worth a hassle over either.
And you may want to not use the word "cheaters" to describe people who use the mouse-look feature. Some of us find mouse-looking second nature. If we're somehow
cheating, it's probably unintentional.
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Originally Posted by Edward
But a quick review of how it works with keyboard clearly shows how it is supposed to work.
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I believe Disney probably intended for the mouse to be used as well as the keyboard. You can't
optimally play this game by just using the keyboard. I know that's not what you meant; however, the
keyboard equivalent is doubtfully the baseline for the game's character pivoting mechanics. Apples and oranges.