Gyro Aim "Offset" Setting in Fortnite, How it works and Some Feedback

Gyro Aim "Offset" Setting in Fortnite, How it works and Some Feedback

Its a great setting that can have primarily 2 applications the way I see it:

- Laser pointer style that completely detaches crosshairs from camera control. Think of old Wii and Playstation Move days.

- Camera Only "Smoothing" effect to diminish screen shake from jitters without harming responsiveness.

The latter can be great for those who run into issues of motion sickness at times and also, I found the setting helps with tracking at slower speeds (usually very far engagements) without taking away from responsiveness and control. I think a lot of people will find this "visually" more appealing. Consider high intensity scenarios where nerves start kicking in more -- like getting down to the last couple of people in a Battle Royale and youre so close to victory. These moments can have a tendency to increase a person's "jitters" which can make the screen less visually appealling. Dampening that impact can help a lot.

There are some things that could be improved or investigated some more to enhance the setting though and I explain some of those in the video. Things like:

  • much greater window for the offset (allow the whole screen).

  • increase Centering Speed for the Camera

  • Have a divisor for the Sensitivity when not hitting the outer perimeter of the offset window.

  • potentially allow X and Y axis to be set separately. could see this being useful in the context of controlling jitters.

youtu.be
u/BJgobbleDix — 21 hours ago

Engineers are too valued over other classes still in large format modes (64p)

One thing that is apparent is that Engineers are much more valuable currently in most large format modes such as Conquest, Escalation, etc. Most of my matches see a HEAVY weight of Engineers selected, which Im glad because of their importance to handling air taxis and tanks. And I had a couple of games where my team was like half Engineers and the other team had only a few...my team just had so much more map control (land mines everywhere haha). But it also shows the imbalance currently.

I would love to see Assault get a Lite AT capability such as AT grenade launcher that can at least help contribute to damage of vehicles (does something like 100 ~ 200 damage). Plus some smokes to help them push. Then have the Spawn Beacon be the ability over the injector. This would offer a better kit for contributing to the team imo and could better help diversify the system.

reddit.com
u/BJgobbleDix — 4 days ago

Some of the WORST matchmaking systems....This was Escalation btw.

Seems like this issue occurs moreso on the weekends for me and about every other week.

u/BJgobbleDix — 22 days ago

Wish there was more faction "Culture" via unique dialogue and accents in the game.

Its honestly one of the things that makes the game feel a little...."soul-less" imo. Pax and NATO units just don't have enough identity beyond just their patches or clothing style. Like I envision NATO being a bit more "clean" and protective of their values and land (if that makes sense) while Pax is generally focused on being a bit more ruthless due to their mercenary style (of course that is who they are).

​

It would be cool if skins that were released would have dialogue and accents to represent their nationalities. Call outs and intros that better represent who they are. This little detail helps create that "faction identity" and better represent the culture for the ingame lore.

​

Perfect examples:

​

- Killzone had plenty of dialogue that embraced this culture identity. Players latched on to this and loved it.

​

- BFV can be clearly seen especially with Japanese vs Americans. The intros were epic. Same is said with BF1.

​

- ignoring the corny ass skins and their dialogues and only focusing on vanilla skins and design, CoD typically does an excellent job of representing each faction such as Russian, American, Brit, etc.

​

Dialogue and even just noises with accents can honestly go a long ways to bringing more life to a game, even multiplayer.

reddit.com
u/BJgobbleDix — 23 days ago
▲ 242 r/Battlefield6+1 crossposts

BFV Squad Reinforcements was a BILLION times better than BF6 "Class Active Abilities"...

I must have missed some patch notes regarding the Class Active Abilities but I notice they RARELY get used now due to the cost to unlock is insane. I just played a handful of Escalation matches, twice I was number 1 in points on my team (14k points in one game, 16k in the other), and still did not unlock the Active Ability as a Support.

But this leads to a bigger issue as I started thinking: balance. Having 64 player with access to active abilities begs the question of "how impactful can we make them?" Well, I remember during launch, UAVs were a constant and a bit annoying. There was no team-wide cooldown. Thus the issue with BF6's current system.

BFV just did it better, plain and simple. Having it tied to a team-wide system allowed for greater control of balance and impact. It took the "Commander" role and gave it to squad leaders to improve importance of working as a squad. If all 8 Squads had access to UAVs, there could be a simple limitation that only 2 can be active at a time. A call-in for a long range ballistic missile could have a team-wide cooldown of 60 seconds. This was how BFV operated to maintain balance and usefulness of an ability (though further balance could have been made at times lol).

Implementations like this allow for certain abilities to have more Shock & Awe but at higher costs and less spammable. While others that offer less lethal support can be more accessible.

With greater variety of larger maps on the horizon, I actually would suggest a change from Class Active Abilities to Squad Reinforcements.

Some ideas:

Low Level Call-ins

  • Armored Supply Cache: larger radius ammo supply but also offers a good defensive barrier.
  • Smoke Barrage
  • UAV
  • Weapon Emplacement AT and HMG (limited ammo, cannot replenish, cannot move once set)

Mid Level

  • 80mm Mortar Barrage
  • AT Kamikaze Drone Strike (target must be painted to initiate)
  • Air-to-Ground Strafing Run (quick single strafe attack, jet can still be shot out of the sky).
  • AA Drone Strike (target must be painted to initiate)
  • Cluster Mine drop
  • Thermobaric missile strike (strong vs infantry but ineffective against armored tanks)

High Level (cost more and/or longer team cooldowns)

  • 155mm Howitzer Barrage
  • Drone Swarm (a half dozen drones will focus a designated area and home in on targets, painted targets taking priority)
  • Ballistic Missile Strike

Behemoths (most expensive, single use or long cooldown for team depending on game mode and map)

  • AC-130 (given)
  • Destroyer ship (naval maps)

Twist to Behemoths and Call-ins ("Desperate Measures" mechanic): This will replace the horrible "catch-up" mechanic currently in place. For example, if a team in Escalation ends up 2 points behind, a notification will mention that a team is now declaring an emergency "Desperate Measure" to turn it around. Their Behemoth will instantly be called at no cost to any squad minus the cooldown once destroyed.

u/BJgobbleDix — 30 days ago
▲ 55 r/Saros

For those who are struggling, no shame in using Unlimited Protection Modifiers

Play the game at your pace the way you want. That is the beauty to the Carcosan Modifier and this specific setting.

Though I do wish making the game harder came with some of its own minor rewards -- currently playing at about +30-ish. Nonetheless, this was a good addition to the game.

u/BJgobbleDix — 1 month ago

I really wished increased Mag Size was more accessible to utilize with other attachments....they are sooo expensive

The fact that increasing mag size eats up soooo many points PLUS comes at a mobility cost (ADS Move Speed and Sprint Recovery) is insane to me. You have to outright give up other attachments as well thus youre actually losing EVEN MORE. So the punishment is quite crazy.

Its a part that makes me actually dislike the restrictive measures of the point system.

reddit.com
u/BJgobbleDix — 1 month ago
▲ 9 r/Saros

Its the little things that can offer great QoL impacts sometimes....

A simple value to show how far along a weapon's decryption progress is during pickups would be a nice QoL benefit. I have maybe half of the weapons finished but sometimes forget which ones especially when during some of the fights, I dont even notice the popups from the chaos.

Little things like this would save a lot of time of constant checking in the menus. Its the same as with the lack of explanations for weapon attributes and whatnot.

u/BJgobbleDix — 1 month ago
▲ 3 r/Saros

Modifier Idea: Volatility (Ignorance, Negligence, Arrogance) are Replaced by Random CarcosanTrial Modifiers

A modifier I would take often at endgame to spice up my runs would be if Ignorance, Negligence, and Arrogance Volatility modifiers were replaced by randomly chosen Carcosan Trial Modifiers.

The Volatility percentage could be increased to help make it more interesting but everytime a Volatile artifact triggers, it would apply a random Carcosan Trial. I would find this mechanic a lot more fun tbh.

Take it a step further and have the ability for Nightmare Strands to remove 1 random Trials Modifier.

reddit.com
u/BJgobbleDix — 2 months ago
▲ 91 r/Saros

Tip: Change Corruption Beam and Projectile Color to Pink or Purple for MUCH better visual clarity

A couple days ago, I tried the final boss for the first time (no spoilers as I think its post Act I technically) and I died on his final phase due to constant beams he sent out along the ground and they were really hard for me to notice. They were orange and blended too much with the environment and boy was it a bit irritating since I was close to defeating him.

So I decided to change the color of all Corrupted Projectiles and Beams to Pink (which in Returnal, Purple were the Projectiles you could not dodge through at all) and boy does it help A TON! I did a full clear of all biomes (minus the Marsh) and made seeing Corrupted beams and Projectiles so much more clear to see even in chaotic moments. Thats when I realized how much of the environment plus particle effects from our weapons were some sort of yellow or orange tint thus making Corrupted Projectiles harder to see.

So if youre especially struggling, I would recommend looking at adjusting colors for projectiles.

u/BJgobbleDix — 2 months ago
▲ 17 r/Saros

I feel Volatility, at minimum, should have ability to remove, similar to Malfunctions in Returnal...

Volatility system is extremely limiting on runs when the Armor Matrix becomes 3/4 complete. After only 1~2 Biomes and about 8~10 Artifacts, its super easy to reach the Volatility threshold. And it only gets worse because of Attribute Enhancers.

I feel like this system was not well thought out and tested with progression.

u/BJgobbleDix — 2 months ago
▲ 267 r/Returnal+1 crossposts

Honestly, it's a legit step back. Theres been times I see a minor improvement to clip size for the same weapon, pick it up and ZERO increase because it does not meet the threshold.

In Returnal, it was a little frustrating but each tick at least "felt" a little impactful. In Saros.....not a clue. Weapons of similar categories (Rifles, handcannon, etc) feel way too much alike and insignificant in their growth.

Overall, the mechanics around weapons was a MAJOR downgrade from Returnal imo. We honestly went from:

  • 10 weapons with a good diversity between Traits (most that were clear upgrades) and 11 Alt Fires (these were more akin to Power Weapons in Saros) to

  • 5 Weapons with 3 Sub Categories each and less Impactful Traits (at least visually) plus 4 Power weapons (which was kinda like upgraded variants of Returnals Alt Fires).

For those who may not know, many of the Alt fires in Saros were similar to Trait variants of the main weapons in Returnal (excluding Chakram and Crossbow since these are new weapons). This design killed a major component of the "rogue-like" structure by oversimplifying the RNG (which the RNG of weapons is the most fun part imo to test out different builds and make each run more interesting).

Let alone, Alt Fires in Saros are more akin to just another Primary Fire for the weapon. Mainly involves: do you want long range or short range benefit. Or aim assist (lower damage) or non aim assist (higher damage). Thats literally the difference between the two in most cases. Its not like theres cool tech by coexisting them. The closest is Stalwart Shotgun where you can setup a Pellet Wall then very quickly use normal Fire to launch them at distant enemies. I like these kind of interactions. I wish a Trait played more into combinations between Primary Fire and Alt Fires. Like a Shotguns Primary applies stacking burn and then the Grenade Launcher could trigger this burn instantly. Or, just go back to Returnal's style of having cooldowns for Alt Fire but it allows it to be more impactful.

The build diversity and power fantasy is much weaker. Not having a proper progression system for weapons directly at all took away the "emotional" attachment we could get simply from seeing weapons evolve into some of the monstrosities they became at the end. Unlocking a trait gave a DIRECT and CLEAR improvement to the weapon. Now, everything feels too incremental and fewer "unique" weapon types. Which part of this seems to be the issue of the Armor Matrix which splits some of the growth into meta progression...

Edit: Saros did improve on things from Returnal such as thr "bullet hell" structure (shields, parry, enemies, etc). It improved the issue of too long of run times by creating shorter biomes. It improved the RNG for collectibles thus helping with Platinum. It improved accessibility as well though I would be fine without the Stat Tree and just improved upon the Modifier system. But where theres a step forward, there was a step backwards as well.

u/BJgobbleDix — 2 months ago