From "Wikipedia":
In a traditional first-person shooter controller scheme, the right analog stick is used to steer the player character's view in the direction the stick is tilted. A "sensitivity" slider determines the speed the player turns when the analog stick is held. As the player can't turn faster than the highest sensitivity value allows, controller aiming with a traditional control scheme is generally slower than aiming with a mouse.
In a typical Flick Stick control scheme, the player's view snaps to the direction the right analog stick is held, with "up" representing the player's current view (no change). Tilting the stick left will "flick" the player's view 90 degrees to the left, and tilting the stick down will turn the player a full 180 degrees. Once the analog stick is held down, it can be rotated along the gate to turn the player in tandem. The analog stick only affects the horizontal view axis, and all vertical aiming is performed through the controller's gyroscope by tilting the controller in the desired direction. The right analog stick is intended to be used for quick turns, and the gyro is used for precise aiming.
In explaining Flick Stick's design, designer Jibb Smart claimed that analog sticks are "too small" for precise aiming; instead, by treating gyro aim "as a mouse", players would enjoy a higher degree of precision than in traditional control schemes. By reserving the right analog stick for fast sweeping motions, Smart claimed that players will have "more freedom to respond to threats from any direction than even a traditional mouse on a big mousepad".
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Why Controllers Don't Suck in Team Fortress 2
THUMBSTICK vs GYRO vs MOUSE in Aim Lab
iHardScope
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