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I sympatize if you're not used to that kind of control scheme and are stuck with badly managed sensitivity on an analog twin stick controller. I know first-hand how frustrating unresponsive, overresponsive or simply bad controls can be when they cause you to fail challenges over and over, not due to any lack of skill on your own part.
Personally, I'd really, really wish the devs would've put the aiming reticle's control on the look axes rather than the move axes, because it prevents me from using the standard E and Q buttons for primary and secondary action. (Try operating WASD fluently while pressing down on the E key; enjoy your carpal tunnel...)
(The joke is both these issues would never have come up if the devs could've been bothered to add even the most rudementary of two-button mouse support...)
This isn't just the flight controls being laggy or uncomfortable; this is the game actively flipping you the bird by forcing you close over ground and into tunnels and then forcing you to land due to ridiculous game mechanics.
Note to developers; when you design timed aerial segments that send you close over ground, it is NOT a smart idea to have characters land and lose precious seconds re-accelerating just because during regular play you designed the game to auto-land characters if they approach ground level. It's a common game-mechanic in other titles to block off that kind of 'helpful assistance' until a running challenge is either completed or failed.
After this I used with all Char
Wasp does fit through the tighter space in the subway tunnel of that track a bit better. However, she has the same problem that every character has when you exit the tunnel and have to fly along the open air track; as you proceed through the loops your character naturally drifs up from the ground* and you will at one point ram into the beams overhead, unless you lower your altitude. Thing is; lowering altitude that close to the ground makes the game invoke the behavior for landing. Due to Wasp's smaller size it just happens one or two loops later.
The controls for flight are also kind of laggy. (Possibly this is to evoke the feel of an analog stick when playing on a keyboard; i.e. press the keyboard button longer for a stronger effect?) That makes this particular segment almost impossible to do on a keyboard because the hold-time at which 'lower altitude' starts to do anyhing is far too close to the hold-time at which the button's function turns into 'land'.
*) Try it sometime; all characters do this. Maybe a built-in mechanism to prevent you from touching down unwantedly? (That horribly backfires in this case...)
[lumburgh]Ooh; uhmm... yeah... I'm going to have to go ahead and ... sort of disagree with you there.[/lumburgh]
No seriously; this is not a matter of training. This is a matter of lucking out and not really of building up any kind of skill.
Take the VR training courses in Batman: Arkham City for instance. Those courses were laid out much much more tricky than this particular flight course and you had to actually train on them to find the correct point at which to pick up speed in a dive bomb, when to hit a turn, etc.
Now, the helicarier course is simply a matter of one single challenge in the game exposing all the inherent flaws in the flight control system. I'm not even talking about controller vs keyboard here; I'm talking core game mechanics which weren't thought through.
As long as you luck out and weasel through without getting tripped up by the game's control scheme actively fighting you, you'll always make it through perfectly fine.
Nonsense. The controls aren't amazing but it's still a matter of practice. At first I could barely get the characters to hit the rings, now I can finish the challenges without issues. The more you fly, the more comfortable you get with the controls, just as one would expect.