I do on occasion. It's more the sprinting part that causes a problem.
Edit: But never being able to lock the camera when you have a sentry gun is a pain if you want to do it.
By the time I got the Swat golden ( way before the past few patches) it was a freaking death laser when equipped with the Hybrid Optic, for some reason. Havent tried it again after that, so I don't know if it still is.
I use camera-lock when pinpointing a very small target at a great distance (especially if that target is stationary). This is particularly useful when using burst fire weapons. If your camera is floating (because you play without a deadzone) you can much more consistently hit all three bullets in one burst if you lock the camera before firing.
I'll also lock the camera when I'm tossing a frag grenade and I have to bank it very precisely off something like a door jam.
I'd like this to be added to the list:
The linked discussion talks about the mechanics of how scoped weapons work when ADSing. As the game currently functions, both the camera and the cursor are locked in place during the entirety of the ADS animation. This makes it absolutely impossible to follow a target with a scoped weapon during the nearly half-second ADS process; you in effect have to scope in where you think your target will be when the animation completes. Dual-analog control schemes do not suffer from this complication; they can follow a target throughout the ADS animation (helped in no small part by aim-assist).
The camera should float freely during ADS (just as it does with dual-analog controllers) and the cursor should move freely as well (just as it does when ADSing with non-scoped weapons).
I've spent a lot of time sniping and this is the great disadvantage (not exaggerated sway or lack of aim-assist) that wiimoters must contend with.
It's done. I apologise for not originally including this on the list, but I was away from the forums when that thread was created and wasn't aware of the issue.
Looks good, but #8 should specify that it refers to scoped weapon behavior specifically.