I think he uses a little foresight. For example If your a mage, you wanna be able to flick pin point to the target you wanna cast on, like a machine. With a turn cap it might take a noticeable time before you land your aim on the target. This might even make it harder to land your spell. Same applies to any combat that requires your character turning.
Edit: Turn rates only really worked well in 3rd person games.
I also just changed my own mind on the turn cap explaining this here xD
Nope, it depends on the implementation. There is a reason why flicking with an AWP in CS is a special skill. Yet it was different in every iteration of counterstrike.
For example: If you were to introduce momentum (acceleration) overshooting will become a much bigger problem. You can also detach movement of the arms/head from the body (already happening in MO2). You can reduce initial accel, and terminal speed.
Yes, you will flick in magic because it will be hitscan (for ecu at least). Having a rather low sensitivy and medium DPI or low DPI with high sens is preferable for accurate flicks. A turn limit will only marginally affect flicking. Because by definition it´s a small movement. Doing turns at the back in the group to escape a sticky and get peeled on the other hand? Yeah that will be affected.
Anyway, jumping on a bandwagon is rather silly but sadly what happens in small groups. I´ll still wait for the actual implementation and then formulate my feedback. It´s how testing should work IMO. Not changing patches because player come up with new theories.
Not in a significant enough frequency to justify shitting on archery, magic, group fights, being able to fucking look around and play the game.
Forgive me, you won’t understand what I must do. I know now it’s the forum shitters that will stand in the way of a good game
Also I want to point out that with the 1 character per account these kind of fights are more likely. Anytime you want to fight over a bunch of nodes it will result in a possible duel. Remember, all chars will be full fighters.