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http://steamcommunity.com/app/274500/discussions/0/483367798508522683/
tl;dr: You'll have to get used to it, since tank controls are a lot more versatile than absolute controls. You might want to start with hovercraft, some people find those easier to control.
Considering that the game is isometric, and therefore the map is diagonal, I really don't think absolute controls work well with this game. You'd also have 8-way movement only, everything between that would get lost. On top of that, tanks and mechs have fixed turn rates, how would those work with absolute controls? How would you move backwards, which is a pretty important thing to do with directional armour?
It's not just a simple choice of input method, it's a very core aspect of how movement in the game works.
If you had Robotron controls, then if you wanted to move away from an enemy while shooting you'd have to turn your more vulnerable back to them in most of the vehichles. Even if facing changes were instant.
Then there are the vehichles with firing arcs reliant on which way they are facing. The Vex Hover Tank's guns pretty much are only able to point where the hover tank itself is pointing. So with robotron controls, that's a big problem. Though it already controls much closer to a twin stick shoooter, it needs those forward and reverse buttons just as much as it's strafe buttons.
I can admit it takes some gettting used to, I was an embarrasment to mech pilots at first. Though now I can curve around corners and run people over before they realize it's DRAGON WAGON TIME without clipping into every explosive container and corner in the area first.
But yeah, the game is designed around tank controls or other "I'm steering a vehichle" style controls.
We know tank controls in an isometric perspective are unusual especially with the current environment of games coming out but it's a very conscious decision and it unquestionably is the best way to play the game-- it just takes a bit of getting used to.
Rest of the game seems awesome.
Imagine for a second that Company of Heroes controlled like Command and Conquer. You order your vehicles to move somewhere, and they could simply pivot in place and go there. You can't order them to face their frontal armor to the enemy. It's marginally simpler to control, but your options would be so limited that you'd be royally screwed.
It's hard to get used to, believe me I know. But mastering the system is immensely rewarding, and games that respect their players enough to expect them to master their systems are an increasingly rare breed.
I had the pleasure of talking with some of the developers from 17bit who made Galak-Z and they've had a similar experience of people having some trouble adjusting to the unusual control scheme, but they came to the same conclusion which was to not allow for different movement systems. While yes there is a degree of personal taste and comfort when it comes to controls, in some cases there are objectively better and worse control schemes. Absolute/relative controls for Brigador is one of those cases, and we think it's better to have people adapt to a more unusual control scheme rather than provide a false alternative that just sets them up for failure. Not trying to be spiteful here, rather because as mentioned above the game was designed around this particular control scheme.
As for controllers, that's something we're figuring out.
Hope you like the game!