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Anyone who's played FPS on controller without Bumper Jumper as an optional control profile has learned this skill (or is trash lol)
I guess if you have to press multiple buttons at once or in quick succession the kb+m setup will be best. Using the d-pad for instance usually requires a slight pause. It all depends on what the layouts are.
FTR: My first video game experience was an older sibling's NES. My first game device was an original grey game boy.
NONE of those older references are remotely relevant to the discussion of modern console controllers. To argue that, you'd have to be bringing up the dual analog PS1 controller of the late 90s. Even the N64 wouldn't be relevant, given that iirc ALL the games for it took care not to require the use of more than two prongs at the same time.
You made the claim that the game isn't 'viable' on a standard gamepad, because of requiring use of all triggers, both sticks, and, theoretically, the face buttons, all at the same time. That is untrue. Your specific qualifier there was that if boost is on face buttons you can't boost and move your aim at the same time. Even without claw grip, that is untrue. You can absolutely hit the A button while also still directing the thumbstick with the same thumb. Furthermore it relies on ignoring the existence of lock-on, and that lock-on will almost certainly be a toggle, meaning it's not an all in on one or the other situation.
Any person not possessed of a disability can use the standard control scbemes adequately on a controller, with a standard grip (even ignoring claw, which I do consider to be a standard). This isn't like steel battalion.
For some reason I always think it was mechwarrior (or did mechwarrior also have it's own custom controller at one point?)
any way carry on. (I play FPS with controller and no aim assist so you'll get no argument from me on controller viability in anything that isn't an RTS lol)
I used to play RDR1 and GTA4 with no aim assist and was pretty good at it.
Anymore the only time I play a shooter game with a controller is if it's a third person shooter from a 'legacy' series. Armored core would qualify as that, but I'm liable to see how it feels with M+K first. Monster hunter, even with bowgun or bow, still feels really weird to me with M+K while controller just feels comfy.
Either way, yeah, Armored Core isn't going to struggle with controls on controller in any notable way. They literally figured out functional control scheme with prior entries, and with even the top 1% players getting debatable advantage from special methods of holding/using controller. So there is no reason whatsoever to be on about it being 'bad design' the way the one guy is, especially when we haven't even played it yet.
And yea RTS have to be designed for it. I can't use kb+m for long periods anymore and I miss Starcraft on the regular. I've spent days thinking about ways I could attempt to make it playable on controller but it would not be a great experience; the N64 version got away with it because it was WAY slower.
I've managed stuff for Total War Shogun 2, but the RTS stuff is optional there so if I got into a bind I can always let the AI do the work for me.
Also I can't wait for the resurrection of the reverse grip memes.
Same here.. everything works with controller except LT and RT for guns and sword..
ive got the same thing across the Astro C-40, X-box con,and PS5 controller..
Did you guys make sure the Gamepad template was applied to the controls in the Steam overlay?
Also one of you reports problems with RB/R1 and the other does not, you guys might not even be having the same issue; either way I'd start by checking the controller profile