The blue represents your view when hip firing, while the red represents your view while ADS.
The outer circle is representative of your view of the environment.
With these two ideas it's pretty clear, the smaller view has to traverse that much more of the circle to equate to the hipfire view.
As the author of the video further enforces this idea by stating the sensitivity used does not effect the rotational ability while stunned.
Edit: I also went browsing through _weaponobjects.gsc and saw the line self.cameraHead SetClientFlag( level.const_flag_stunned ); level.const_flag_stunned is an integer(I saw it listed as 9), so it probably means how much the player can rotate view is some constant value, however I don't know where cameraHead is referred to and I can't find where SetClientFlag() is defined.
Last Edit: Mar 24, 2011 22:24:30 GMT -5 by dconnorz
Technically the point of the red wedge should also go to the center since the zoom works like an ooptical zoom, rather than trucking your camera view forward out of your body, but yeah I think that's about right.
Normally when you ADS your sensitivity is reduced and you turn slower. A stun doesn't just reduce your sensitivity, however. It actually puts a cap on your turn rate.
Otherwise HIGH sensitivity mouse nerds like me could beat it just by arm dragging considering the sensitivity I normally use on my mouse is high enough to pull a 720 with a flick of my fingers while never moving my wrist on my wrist pad and at a desktop resolution of 1920x1080 I could probably cross the entire width of my screen 4 to 6 times without moving my wrist if the mouse wrapped back around to the left side of the screen like the ship in Asteroids. Heh... Actually that sounds like it might be kinda neat though I have long sense developed the habit of pegging the pointer at the edges and moving the mouse beyond them to reset the centering of it. I prefer this to lifting the mouse, especially since it's optical and lifting often produces erratic results unless I lift it a lot. I even do this in FPS games if I feel that the aim is a little high or low for my mouse positioning, though it only works vertically, obviously. ;p
On xbox of course you already have a hard cap on turn rate determined by your sensitivity, but the stun effect adds a MUCH lower cap. Higher sensitivity really doesn't do any good.
I think that the capped turn rate during a stun probably doesn't care if you are in ADS or hipfire and caps you at actual degrees of turn per second. Going into ADS thus would make the background appear to move faster as you turn at the maximum rate, but in reality you would turn around in the same amount of time.
BUUUTTT... I haven't tested it. It seems like a sound theory, though and a good catch.
Shouldn't be too hard to test, but I think it would require proper timing, you know with like a stopwatch or something. Either see how quickly you can turn from one landmark to another while stunned in hipfire and in ADS or start at the same landmark and see how far you can turn within the same amount of time.
I would not use the stun effect it-self for the timing as only the start is very precise. You should also be sure that the entire test takes place before the stun wears off and that the stun placement is as consistent as possible.... but it should be easy to test. ;p