Imprecise aim on mouse

I might be crazy but i think the isometric mouse aim calculations are a little off in poe2.



In both cases presented above i have my mouse dead center on the blue checkpoint flame, but the more i move to the side the more imprecise the aim. This looks like an issue with camera tilt in isometric view that was not accounted for while calculating mouse on screen position. I feel this is similar to this Unreal forum post about pretty much the same thing https://forums.unrealengine.com/t/isometric-mouse-aim-how-to-make-it-precise/76601/3
Am i crazy? Is this desired behaviour or just an early access overlook?
Last bumped on Jan 7, 2025, 9:12:33 AM
Interesting! Also I would suggest they turn off auto aim on enemies on PC!
Great game anyway, hope this gets solved soon!
Wanted to add my support here, I (poorly) compiled some examples of this behavior here https://www.youtube.com/watch?v=-Xvx-L97eyc where my Unearth is sometimes going to the complete opposite direction from my cursor. It seems to be exacerbaterd by the emphasis on movement because when I really feel the pain of it happening is usually when I'm starting to stutter step to stay safe and get my spells off. Glad I'm not crazy I was half prepared to be told that it was a skill issue lol
Last edited by cr0n_Swanson#1756 on Dec 9, 2024, 4:51:35 PM
+1
Impossible to reliably aim/skill shot with how this works on k/m, if you enable WASD its way more precise and you turn super fast as well. Somehow the animation lags behind the mouse.
https://www.youtube.com/watch?v=IjGB38UtfLQ

Seeing the same. Aim is true north-south, and not close enough east-west.
Yep, this aiming issue is one of my biggest frustrations in the game currently. Game content, difficulty and end-game I can forgive as being something that can be built on/improved on with time, but the physical game-play is what will make-or-break a game for me. You could have the best story and end-game in the world, but it wont matter much long term if your game feels bad to play because of issues like inaccurate aiming/targeting due to its game-play design.
Currently it feels so bad to have to offset your mouse this huge distance from where you want your projectiles to travel when firing horizontally. When walking through a horizontal hallway and I want to fire directly in-front of my character at enemies running down the hall, I have to put my cursor a solid 1-inch into the scenery below the hallway just to get my character to fire where I want.

Between this issue and the unnecessary forced aim-assist when using mouse and keyboard, I think it takes a lot of the potential fun out of what crossbow specs could have been (as I think the isometric shooter design was a great concept that unfortunately is currently poorly implemented due to this aiming issue and unwanted aim-assist).

Ideally GGG Devs need to fix this so that projectiles always travel through the cursor tip regardless of the distance of the cursor from the player model and the vertical/horizontal axis of the cursor in relation to the model.

Hopefully they can also just add a simple toggle for aim-assist so that those of us who want to play ranged classes on PC don't have to deal with the clunky aim-assist mechanics that are not required on our hardware. People choose to play with a mouse for better the improved control/accuracy that it provides. If I ever want a game to do the aiming for me, I will plug in a controller and CHOOSE to play it that way.

Inb4 GGG's response: 'You think you want this, but you don't!'
+1
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