Al. Lopez
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Al. Lopez
@al2009man.bsky.social
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Social Media channels: https://linktr.ee/al2009man
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so, does that mean Gyro Aiming support is also coming to the rest of the platforms that can support it (PC via PlayStation controllers, PS4 and PS5)?
we Aoi Hono/Blue Blazes now bois
close enough.

Welcome back, Aoi Hono/Blue Blazes.
Which...is the most likely route to that.

although, it might require a massive amount of spite.
Does this mean we are finally gonna see lilith.pk3 on GZDo-- I mean UZDoom? 🤔
Close enough.

Welcome back, LittleBigPlanet Karting.
So, I hope this clarifies things up and hopefully: BF6's Gyro Aims gets more cooking time as it desperately :)
While I still standby what I've said in the first two tweet: the third tweet is where an apology I ultimately felt warranted, so I hope the Console/Controller Lead dev read this thread and understand where I'm coming from.
I believe it's objective feedback, but said feedback came out of love and betterment for gyro aim.

I do want to see Battlefield 6's current gyro aim implementation to get better, but as it stands: it's not in a good state, UI-wise.
This is why I came across as meanspirited in the first place, but I was meant to be blunt and respectful as possible: I believe the gyro UI stuff is in an unfinished state that really should've been put on hold for when Battlefield Studios can move onto the next patch phase, which they plan to do.
I've (with help from the funni Copilot thing) implemented Gyro Aiming on a source port to understand how this sort of stuff could've easily been solved in the UI-sense...in roughly 1–2 days (depending on UI Code).

a simple “Gyro On/Off” and “Flick Stick On/Off” toggle would've been sufficed.
in Battlefield 6's case: this is different, as I've shown the video itself. Additionally: rebinding it also loses joystick camera in the process, ya practically forced to use “Flick Look” if you want camera controls back.

This is really shouldn't been shipped in this state.
While the approach I've taken is very different, it did lead into two results:

The former removes mentions of gyro on Steam's storepage (but still mentioned on GOG, last I checked), while the latter gave the ability to turn off Aim Assist.
The former is false advertisement on PC as the storefront directly mentions it, while the latter demonstrated a good case study on why you shouldn't put Aim Assist on Gyro Aim.
Whenever I see a game that promises that it has gyro aiming features, and it does not delivery on what is promised, or has a problematic feature: I will start calling it out, and I will tend to be harsh towards it.

The House of the Dead Remake and Deadzone Rouge are two case studies.
Initially, I was dumbfounded on why I got blocked, so I asked a few in the gyro community.

After that: I gave it a bit of a thought…maybe there was a misunderstanding? And how that tweet might have been seen differently under a stressed period. So, I want to clear things up!
I'm just one of the people who have expressed disappointment, but the disappointment turned into frustration and anger the moment they said “get the base functionality out and collect feedback than bar people from having it” tweet.

The current UI/UX design makes it difficult to gather feedback.
so, third tweet sound abrasive, dismissive and potentially sarcastic, It was never meant to be.

It's meant to be a “let's hope for the future” type of message, despite how much anger it comes across.
And all of a sudden: I got blocked.
At the same time: given Battlefield Studios' Controller team is promising updates to the existing gyro implementation: I am hopeful that things will get better and start addressing key issues raised.

Thus: I responded and made this tweet.
So, I've chimed in a bit and made my response.

Yeah, i know it came off as harsh, but I needed to be blunt about it.
Do note that this has been promised since Battlefield Labs/Battlefield 6 Beta, it's been known for a while. But the fact it was promised that the settings were offered as “solid”, but turns out to be virtually unchanged from the Beta days.
But this shouldn't be like this, at all.

I know Battlefield 6 already has a UX Problem, but the way how you enable Gyro Aiming only contributes to the problem, especially when it as a major promised on actually implementing Gyro Aiming.
unfortunately, the way how you get it working is unintuitive: you simply need to rebind Look Up/Down/Left/Right and tilt the Motion Sensors of the compatible controller.