A few of you probably remember my incessant criticism of few specific control-mechanics last go-round with Black Ops 2. I won't put in nearly the effort for Ghosts, but I want to list 3 specific control-mechanics for the wiimote that in my opinion are broken and need attention from the CoD: Ghosts developers.
#1: ADS camera-lock (this one is so important that I will refuse to purchase this game until this mechanic is repaired)
Black Ops 2 enforces a camera-lock every time a player aims down sight. This camera-lock releases once the ADS animation has completed and the cursor is moved an arbitrary distance from the initial ADS cursor location. This creates a camera stop-start effect that drastically inhibits smooth following of a target during the ADS animation. To fix this the camera must smoothly and predictably transition between hip-fire-camera-speed and ADS-camera-speed just as it does for dual-analog players. The last patch for BO2 actually addressed this issue (but did not fix it) by putting an invisible and arbitrary box on the screen of which ADSing outside of would cause a smooth transition If this box is to exist in Ghosts the player must be able to reduce it in size to the point of it disappearing, so that a smooth transition occurs anywhere the player puts his cursor on the screen.
Wiimote players have 2 sources of sway, one that the game introduces artificially, and one that comes from the player's natural hand-movements. These 2 sources conflict and results in a sway that is different from the gentle back and forth movement that dual-analog players see. Wiimote players see what I can best describe as a Gaussian vibration. This makes hitting repeated shots of small targets at range much more difficult for a wiimote player than it is for a dual-analog player. In my opinion the artificial sway that the game introduces should be eliminated, leaving only the player's natural hand-movements to create sway. There will be an exception made for scoped weapons which I will address in the next section.
#3: Sniping in General
There are 2 main mechanical problems with wiimote sniping, and they both have to do with the ADS process. The first is the camera-lock that takes place each time a wiimote player aims down sight. The second is: not only does the camera lock in place during the ADS animation, but so does the cursor. A wiimote player is not able to make any adjustment whatsoever to his aim during the entire half-second sniper rifle ADS animation. To "quick-scope" a player literally must guess where his opponent will be one-half-second in the future. To fix this the camera must smoothly transition from hip-fire-camera-speed to ADS-camera-speed and the cursor must be allowed to float freely during the entire ADS animation. The ADS behavior must work in this way even if it visually looks strange to casual observers (it will make since to the player actually playing).
Finally, a formula must be written that magnifies the players natural hand-movements in real-time to create sway, rather than adding a second artificial source of sway. This should eliminate the Gaussian vibration I spoke of in section 2 and will be more fair to dual-analog players who would still have to deal with the game's artificial introduced sway.
A final note...
At one point for Black Ops 2 Treyarch attempted to abate wiimote players complaints by simply increasing aim-assist for wiimotes. This is entirely the wrong approach (and is lazy). In my opinion if a wiimote player is playing on a high-response, low input-lag monitor, aim-assist is completely unnecessary and only inhibits predictable cursor and camera movements (for MW3 and BO1 I actually played on a CRT television rather than a 55" HD TV because input response was so superior). A small amount of aim-assist may be needed for players playing on modern televisions with measurable input lag, but aim-assist should still be limited.
*Addition made 9/29/13*
I believe this is of interest to Ghosts developers so I'm adding it to the original post here. When physics teachers desire to show an example of true chaos they will often use the Double Pendulum as an example. Even in completely synthetic Computer Simulations, much like the digital representation of Pi, there is no discernible pattern. This is essentially what wiimote sway looks like when we turn our cursor sensitivity up and is the reason that wiimote players have difficulty hitting successive shots of small targets at range.
I would like to see an increase in Turning Speed, seriously the max turning speed the Wiimote has is way but way too slow.
Agreed. Have mine on max 40 and it feels too slow
If it works like it did in MW3 they don't need to do anything..
I still think it needs to be faster. I mean Dual Analogs can do a 360 turn 4x faster than Wiimote users.
Why play on Wii or WiiU
For the same simple reason that you would want to play on PlayStation or Xbox or PC - personal choice.
Those personal choices may include a platforms strengths, features, control scheme, exclusives, first party titles or anything that you deem a priority for your gaming pleasure. But judging an individual or community for their choice of gaming machine is immature and an indicator of a very unhappy gamer.
Choosing a platform simply because it's "what the cool kids play" also falls into that category. That could greatly limit your gaming happiness. Choose the platform that carries what is most appealing to you in terms of gaming enjoyment. Choose more than one if your wallet allows and cherry pick games to get the best of all worlds.
More importantly, let others have their choices and don't ridicule, put down or insult other gamers for their choice of platform and/or game.
Game...and let game.
I hope I have answered that question clearly enough.
II'm just saying that to me the idea of controlling it with a wii remote seems weird. just the idea by aiming with a control seems difficult and seems like it would be un appealing. I get it on with because I tried on a ds and it's difficult but possible, but with aiming and playing 100% with a remote that acts to every move seems problematic! I'm not judging! I just want to know how people are able to do it! and why they seem to like it so much.
This debate divides every gamer I know.
Being a huge fan of the Wiimote (in the Zapper), I am in a massive minority over at our clans forum.
When I left the PS2 six years ago, my dexterity on the DA thumb sticks was probably above average.
Then my wife got me a Wii for my Birthday, and although I loved MarioKart. I knew that when I first picked up a Wiimote to play a FPS, something had changed for ever. Friends who play Xbox/PS would come over and swear at me for owning such a crime against gaming! They would yell about the trigger being wrong...blah,blah,blah. I would go and play CoD on their DA controllers and spend the night shooting at the sky or my feet.
For me, the Wiimote is intuitive. It's as simple as pointing a gun, and while one thumb allows me to run around the map, the other thumb easily swaps out weapons/ reloads and the rest. Get your turn speed and dead zone sorted and you are good to go. Easy as a nade kill on Shipment!!!
I now have a PS4 on preorder as I was so disappointed that Dice didn't bring their game to Wii U.
But I have a strong feeling I will end up sticking with CoD titles on the Wii U, as I can't imagine keeping up with the gameplay with my old man thumbs otherwise.
It is a shame that not many other games on the Wii U support the Wiimote.
But I guess it didn't take me too long to adjust to the gamepad, with slower games like AC3 and Lego City Undercover.
In summary, and in my opinion, the Wiimote has been my favourite type of controller to date.
(But maybe not as much fun as the 'Z' and 'X' keys when playing Daley Thompson on my old ZX Spectrum)