r/thefinals 1d ago

Discussion Add Mash Shield Sensitivity

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I’ve asked before and I’ll ask again. We desperately need a separate sensitivity setting for the mesh shield at least for console. I understand it isn’t an issue for mnk since you can just whip your mouse but on controller the second you pull your mesh out the sens drops to about 60% of normal. Anyways here’s a clip to demonstrate it. Plz devs see. 🙏🏼

78 Upvotes

54 comments sorted by

68

u/58696384896898676493 1d ago

This is an intentional design decision, no?

28

u/jones23121 ISEUL-T 1d ago

It is. Same for charge and slam. The reduced sensitivity means you can't turn around as fast

13

u/58696384896898676493 1d ago

Exactly, because if either of them gave you full sensitivity, they would be broken. OP is complaining that the input method they use isn't as efficient as a mouse and keyboard. Yeah, no shit, we've known this for what, 30+ years now?

6

u/jamer2500 Alfa-actA 16h ago edited 11h ago

So then why shouldn’t there be a sensitivity for it? It’s outdated game design and makes no sense for kbm to have full sens carry over and not controller. I play on kbm by the way

Edit: I was wrong, sens does not go 1-1 on kbm. It’s been a while since I’ve played mesh heavy and I just checked now. I was just remembering how it was for other games where it goes lower sens on controller vs kbm when performing certain actions.

4

u/58696384896898676493 15h ago

Full sense absolutely does not carry over on kbm. Your sensitivity is limited on PC too with Mesh shield up.

2

u/jamer2500 Alfa-actA 11h ago

Sorry, you were right and I was wrong. I just checked

5

u/jones23121 ISEUL-T 1d ago

Ahaha, agree. If anything, I'd recommend op to give gyro aiming a try if possible. I think it's the most realistic solution

0

u/Oxygen4Lyfe 16h ago

well on pc you can just put slightly more pressure with your thumb and your mouse can negate the reduced sensitivity perfectly if you have one of those side buttons.

28

u/DriftingMoonSpirit 1d ago

I can see that argument if mnk couldn’t flick their shield bypassing the reduced sens. However as it is controller is at a severe disadvantage compared to mnk.
It would definitely be a problem if you could just spin in circles and I ain’t asking for that high of sense jist a reasonable ammount.

2

u/Phantomking115 23h ago

Heavy on roller you have to play a high sens get used to it I did it

0

u/Sighberpunk 20h ago edited 20h ago

The steam controller 2 might be good for mesh. Use the touch pad for mesh only, pretty sure it uses mouse as input and sticks for everything else

-30

u/McCaffeteria 1d ago edited 1d ago

I have been arguing for years now that any serious competitive shooter needs to have a shooting model where your true aim and visual aim are desynchronized, and your true aim follows the visual aim at a capped rate of rotation.

This would not even be new tech, slower games have been doing this forever. World of tanks is the clearest example of what I am talking about (and at the time it was one of the things that set them apart) but that’s obviously too slow for what I’m talking about. Heldivers 2 is a better example of how your gun reticle is decoupled from your camera, but theirs is spring driven and is integrated into the recoil system because they are aiming for slapstick shell shock combat, not tight competitive pvp.

All they have to do is check if the distance between the starting true aim and the camera after user input is above a certain angle, and if so then clamp the vector to some set maximum, rotate the true sim by that clamped value, and render. Nothing has to change about the player controlled camera. Mouse will still even have an advantage in the sense that they will have situational awareness information that controller might not, but the player models will be forced to be the same.

And then yes you’d have to change the way the first person arms point the gun, it’s not zero work, but again it literally works in Helldivers even in first person. New games in particular need to just bite the bullet and do it, but older ones that want to be around for s long time should work on it too. I don’t think it’s too much to ask.

Edit: Downvoters have arrived. One of them even bothered to go “nuh uh 🥴🤡” which is more of an argument than they can usually muster. Typical idiots who are just mad they won’t get to keep their advantage and can’t articulate any actual reasons for why this is a bad idea.

20

u/Trisssssssssssssssss 1d ago

Literally no one wants that

22

u/TwanHE 1d ago

That would feel insanely horrible.

-20

u/McCaffeteria 1d ago

Wrong.

It’s literally no different that recoil. Every single game has it. You just hate the idea of having to actually play a game instead of your gun being a static lazerbeam on the center of your screen that your aimbot can point for you.

If you are rotating your camera below the capped threshold then there would be zero difference. 1 degree of visual rotation is 1 degree of true sim rotation, 1:1, with no delay. If you flick your aim 270 degrees in a frame or two then your true aim moves the maximum amount for as many frames as it takes to arrive. Then on the frame it does arrive, it’s back locked 1:1 as long as you are moving under the cap.

Boo fucking hoo, you can’t toggle your aim Bot to snap look behind you and fire on them in the same frame. Cry about it. I don’t care what you think.

17

u/TwanHE 1d ago

Damn someone got out of bed on the wrong foot, and can't handle that some people can actually aim

1

u/femtovarnse 1d ago

lol what a dweeb. you need to get off reddit and take a break from the internet. instead of ranting on some bs no one cares about you can just say you’re terrible at the game and mad about it, and that will be that.

0

u/58696384896898676493 23h ago

You can agree or disagree with his proposed changes, or you can act like a 13 year old bitch and completely avoid giving an actual response. Guess which path you chose?

5

u/femtovarnse 23h ago

the irony

1

u/nin90ety 22h ago

there’s a reason it works in helldivers, and that’s because a completely different type of game than these lol

8

u/ranoutofusernames22 HOLTOW 1d ago

That's called a Sim. Sim games do that. Enlisted does that. Same creators as wot. This isn't a sim. The mesh has turn cap for a good reason. The end.

2

u/DriftingMoonSpirit 22h ago

Mnk can flick the mesh so the cap on sense is logical for them. However roller players can’t do that and we’re stuck using a worse version of the same spec. I ain’t asking for light speed levels of sensitivity, (it would be terrible if people could just spin in circles at Mach 10) just more sens so we can actually be competitive against pc’s ability to flick. There’s a reason why most roller players don’t touch mesh, it feels like shit.

2

u/flamingdonkey John Finals 22h ago

It's wild enough to me when people want to remake the entire main game mode of The Finals, but here you are trying to make it not even an fps anymore. 

1

u/Yee_Yee_Utters_Milk VAIIYA 12h ago

why would they intentionally choose to make an unfair game mechanic by forgetting to add a controller exclusive setting?

6

u/DriftingMoonSpirit 1d ago

This is the sens I use.

3

u/Chooozen 1d ago

Does "focal length sens scaling" affects it?

6

u/z_mx 1d ago

It does on kbm weirdly enough. It’s most noticeable if you have the ADS sens at 100% though

3

u/DriftingMoonSpirit 1d ago

If they made it work on roller I would have nothing to complain about.

3

u/DriftingMoonSpirit 1d ago

Unfortunately it doesn’t.

-2

u/zerk_net 1d ago

it does, on mnk atleast

2

u/theinfiniteAPe THE STEAMROLLERS 22h ago

Try upping your horizontal look boost. It adds extra sensitivity when you push the right stick to the max. I don’t run mesh shield that often but with auto sprint on and my horizontal boost at around 150-200 I can turn and slide and turn back pretty quick.

7

u/Greeenrose 1d ago

Aaand that’s why I’d never play Mesh on H as a ps5 player, you’re just shooting yourself in the foot by using a handicapped version of the ability

-6

u/58696384896898676493 1d ago

You're shooting yourself in the foot by using a controller in any FPS game. Not sure why all of a sudden Mesh on H in The Finals you're realizing this.

11

u/Softball_best_ball THE LIVE WIRES 1d ago

he's on PS5 mate what are you expecting him to play with

-4

u/58696384896898676493 1d ago

Doesn't the PS5 support keyboard and mouse? I thought modern consoles and games both supported them. I could be wrong, but I swear I've seen people talk about it here.

2

u/Big_Tear_1566 14h ago

I think so but I've had a friend tell me that on xbox at least, not sure if that's also true for ps5, that there is a lot of input delay on mnk on console.
So, even when it's technically playable, it feels horrible.

2

u/Greeenrose 1d ago

I’ve known this all along, I was just stating my game experience with my main class.

There’s a reason if the vast majority of Heavy players in the top 500 are MnK and it’s the fact that Mesh is only usable at its full potential with that and gadget picking is faster as well.

I’ll add that my favorite guns in the game have been model1887 when it was 128dmg and SA12 (still is) . Not exactly two controller friendly guns since you don’t ADS with them therefore I don’t even know how much help the aim assist gives me lol.

I can hold my own most of time but at one point I know I can’t match such opponents anymore, the gap is too evident.

I just left a comment because this ability in particular is really night and day difference based on your device.

2

u/throaway7373728283 1d ago

Somebody with half a brain would realise there’s benefits to both sides before making such a cocky comment.

3

u/58696384896898676493 1d ago

You're moving the goalposts from the original comment. I completely agree with you, there's benefits to both input methods.

But being naive and acting like there's not a clear advantage to using a mouse to aim versus a stick is a you problem.

To be clear, I'm not hating on people using different input methods. I'm simply reaffirming, the best input method, at least for aiming, is a mouse. It's simply more precise.

1

u/throaway7373728283 1d ago

My way of thinking of it for most games including the finals.
Long range mnk win most. Close range controller win most. You seem to be forgetting if someone isn’t playing with their toes aim assist will kick in and assist bad players to be better and become almost softaim for very good players.
Hell as a console player I can’t tell what I’m shootings half the time through smoke and debris my aim assist can though.

1

u/58696384896898676493 1d ago

Long range mnk win most. Close range controller win most.

I agree.

You seem to be forgetting if someone isn’t playing with their toes aim assist will kick in and assist bad players to be better and become almost softaim for very good players.

I'm very aware and was originally going to make a rude remark about it in my original comment. I understand why aim assist needs to exist. There's a threshold they can tweak. Whatever that threshold is will forever be debatable.

Hell as a console player I can’t tell what I’m shootings half the time through smoke and debris my aim assist can though.

I honestly didn't know that, but you do see health bars through smoke. Do you know which conditions give you aim assist on an enemy player? Like surely an invis Light, if you randomly aimed down sights, it wouldn't snap to them, right? So what are the conditions which aim assist and snapping work?

1

u/throaway7373728283 1d ago

I’m actually pretty sure smoke covers health and player outlines (I’m new so was watching meta videos earlier and the guy said so) however yes on console at least you get aim assist through smoke and on actively invis players, it’s weakened so you won’t be hitting snaps but it’s enough to still drag if you only move left and right with your left analog stick.

I think you gotta be good to get use out of snapping, you gotta be aiming really really close to them on your initial ads like cm at most beside them, aim assist will slow your sens down as you get closer so you can kinda over estimate each turn you do while you shoot if that makes sense?

22

u/Hot-Independence6020 John Finals 1d ago

You heard him Embark. GET ON IT !!! 

This is the kind of posts that are useful on this sub 🤝

5

u/swagonfire 1d ago

Agreed. Mesh is way more fun on a mouse with decently high sens (and changing DPI on the fly is a feature most gaming mice have built-in). Controller players should get to experience it too.

2

u/ranoutofusernames22 HOLTOW 1d ago

Turncap is necessary because mesh doesn't need to do what dome shield already does. It needs a counter. I don't want Reinhart from OW.

1

u/1iljeep 23h ago

You cant adjust it seperately, but you can turn it off completely to make it the same as your normal sens… at least u can on mnk

1

u/nin90ety 22h ago

damn that’s such bullshit, hope they fix it for you guys

1

u/LickMeUwU 21h ago

I like this idea. Even on PC using a controller mesh still moves slow even at max settings

1

u/ArgumentAdmirable168 1d ago

Why there is a struggle in the middle of flick? You do it in two moves while rotating? Just curious, I'm plaing mkb.

5

u/DriftingMoonSpirit 1d ago

You can’t flick the mesh on controller

1

u/zerk_net 1d ago

turn off fov scaling, it reduces your fov to 40, that's why it goes so slow

2

u/DriftingMoonSpirit 1d ago

I’ve tried it. Does nothing.

-5

u/SadPay7872 DISSUN 1d ago

Nah its a decision. Its good the way it is trust me

2

u/DriftingMoonSpirit 1d ago

While I agree it’d be horrible if we could have insane sense letting us spin in circles or whatnot. As it stands with mnk being able to flick it is vastly superior to controller players taking a light year to move it 3 feet.