>>718608493
just throwing this in there, being able to spin so quickly like that really breaks these kind of games for me, i think the solution is to slow down the turning radius (not painfully slow), but dictate the turning speed by how close you are to "aiming" at where your mouse is pointing. obviously im a shit explaininer, but im thinking
>you whip the mouse 180 degrees to behind you
>your turn speed means it takes about half a second to turn 90% of the way, 162 degrees
>then once its within 18 degrees, turning (rotating?) speed drops by half. fiddle with the actual specific numbers and speeds, but if you do it right, you should still be able to flick left and right and make quick shots at close targets, but not with pixel perfect percision unless you wait just a tiny bit longer for your aim to get perfectly on point.
so you can run straight down a hallway, still flick 90 degrees left, fire a few rounds through a doorway, keep going down the hall, flick 180s to the right, fire another few rounds through another doorway on the opposite side very quickly, and at those short ranges still be reasonably accurate, but not pixel perfect headshots unless you actually slow down.
probably makes no sense, but in my head, this makes smgs/pistols more viable, because you could tweak these to have very fast aiming for short ranges, without gimping longer range rifles. big ass rifles and sniper rifles would have a very slow, "outer radius speed", so doing a 180 will take a long time, no swinging a huge ass sniper rifle in cqb fights, but make the last 10%, that last 18 degrees, 100%. so once youve swung the giant weapon around and have it actually aimed and pointed, it becomes super accurate.
i am teh smratest ideas guy ever. give me money and programming team k thanx.