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HELLDIVERS™

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Smug May 11, 2017 @ 3:54pm
Why is the cursor invisible?
Is there any chance we could get an option to have an opaque cursor. The console-y nature of the game is really obvious, and makes it awkward to play on what should be the superior control scheme (M/KB)

It doesn't make sense that your cursor is independant of your character. It should always be a white crosshair, and your character should automatically follow where it's pointing.

So many times I will lose that light grey, 90%-faded circle in the heat of battle and end up getting killed because of it.

Also, why do we have to stand still to call in drops?
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Showing 1-15 of 23 comments
Torun May 11, 2017 @ 4:06pm 
I shall keep it short for now. I would be able to write an essay on every one of the paragraphs, but I'll leave that for request.

Originally posted by Setzaroth:
Is there any chance we could get an option to have an opaque cursor. The console-y nature of the game is really obvious, and makes it awkward to play on what should be the superior control scheme (M/KB).

KB/M is not inherently objectively superior in isometric 3D/top-down twinstick shooters.

Originally posted by Setzaroth:
It doesn't make sense that your cursor is independant of your character. It should always be a white crosshair, and your character should automatically follow where it's pointing.

It can be exasperating. In short, it is caused by control mechanisms with gamepad primarily in mind. Helldivers only came to PC as an afterthought, with Sony assigning minimum resources for porting, and the game is finished. Do not expect this to be fixed.

Originally posted by Setzaroth:
Also, why do we have to stand still to call in drops?

Two reasons; to make things more interesting, and on gamepad, you use the D-pad keys, which safely assumes you let go of your left thumb stick, so you don't even need to move.
Agent Graves May 11, 2017 @ 4:21pm 
Originally posted by Pelia:

Originally posted by Setzaroth:
Is there any chance we could get an option to have an opaque cursor. The console-y nature of the game is really obvious, and makes it awkward to play on what should be the superior control scheme (M/KB).

KB/M is not inherently objectively superior in isometric 3D/top-down twinstick shooters.

Matter of fact, some players such as myself take pride in mastery of the true control style of this game: gamepad.

I mean, everyone should use the option that he/she prefers, but the truly great Helldiver players, IMO, are using controllers (especially those who play on both PSN and Steam).
Smug May 11, 2017 @ 4:51pm 
Right. Most of the responses boil down to "it's kind of a lazy port"

and LOL @ the "truly great" nonsense.

It's fine if you prefer a controller. But don't act like the game wouldn't be better if it had a fully fleshed out KB/M control scheme.

At least you can re-map. Holding control while dialing air support with W,A,S,D is awkward.
Last edited by Smug; May 11, 2017 @ 4:54pm
Torun May 11, 2017 @ 6:06pm 
Originally posted by Setzaroth:
LOL @ the "truly great" nonsense.

It's not far from truth.

Originally posted by Setzaroth:
It's fine if you prefer a controller. But don't act like the game wouldn't be better if it had a fully fleshed out KB/M control scheme.

It's been a while since I did not bother to avoid a silly arguement and it's closing to 3 AM, so let's get to it. Shamelessly stolen off your profile page:

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At this time, keyboard and gamepad control mechanics possess a degree of disparity that grants advantage to one device or another, sufficiently laid out to prevent calling one scheme superior over another. It could be compared to trying to determine if women are better than men in an entirely objective manner. You just can't, unless you're a 4th wave feminist.

One of the debatable points, which is the one you seem to be concerned over, is aiming. Let us now concern just the act of designating our character a chosen point to target, without concerning other gameplay mechanics like throwing power and game-induced targeting delay. It is argued that mouse allows you excellent precision and target acquisition over gamepads. However, due to the nature of twin-stick shooters and some other games on a 2D playing field, any advantage in that regard is entirely redundant, and mouse ends up on even ground. This is caused by the nature of mouse input as opposed to thumbstick input.

The sensor of a mouse detects whether you have shifted the mouse in some direction or another, at a certain rate, and causes the cursor to shift in the adequate direction over adequate distance (depending on sensitivity settings). If you try to perform a fluid motion, the speed of that motion is derived from the samples of distance traveled on the sensor.

To further explain, let us get back to 3D FPS. If you need to target something around you, and you know how far you need to move your mouse, you can flick it there. Flicks can be argued to last about as long no matter how far you actually need to move the mouse. This means target acquisition can be indeed quick, and independent on target's orientation. A great advantage indeed.

Thumbstick on a gamepad works much differently. Its input is not in a form of an absolute distance shift over time, for FPS, it is usually translated into a turning rate. If you need to calculate a distance traveled over one tick, one must integrate the turning rate. Turning rate-based targeting has a theoretical advantage of allowing perfect target leading, but in twitchy gameplay, it means nothing. Target acquisition time in an FPS is highly dependent on target's orientation and attempting to circumvent this with high sensitivity causes frequent overshooting.

This is why KB/M is so superior in many games. It is not the case for Helldivers and other twin-stick shooters.

In those, you stand in a certain place, and operate on a single plane, with little concern for elevation. No matter if graphics are 3D rendered, it plays as a 2D game. In a 2D game, to target a specific point on that plane, you can work in two ways, over Cartesian or Polar coordinate systems.

When you target something on a 2D area with a mouse, you drag the cursor on a given line, and column. X and Y. Cartesian system. In many twinstick shooters, it only matters to shoot in the direction of the target, not to point the mouse right on the target. This means there are multiple solutions in a line, and X and Y can vary in a certain range of values, but you still need both X, and Y. This means that the superb advantage of the mouse is already somewhat diminished; the requirement of pixel-wise accuracy is gone.

When you target something on a 2D area with a gamepad, you imagine a line from your character to the target, determine the angle of the line compared to the right side of the screen, and move your thumbstick in the same angle. That is an application of Polar coordinates; a set of an angle between X-axis and the line joining the zero of the system (your character) and the target, and the distance of the target. The trick being that the latter parameter of the Polar system, the distance, is absolutely irrelevant in the game. This means only the angle matters, and the gamepad is perfectly capable to flick onto that angle in the same amount of time as a mouse would snap onto the targeting line, if not even faster, due to the miniscule physical distance (depending on sensitivity settings of the mouse). This completely nullifies KB/M's advantage in aiming.

In conclusion, target acquisition in Helldivers is, objectively, just as fast on a gamepad as it is on a mouse. The game wouldn't be better if it had a fully fleshed out KB/M control scheme.
Last edited by Torun; May 11, 2017 @ 6:12pm
Smug May 11, 2017 @ 6:45pm 
I guess what I'm wanting is for your cursor to not be floating independant of your character. It makes it a little disjointed feeling when trying to aim.
Torun May 11, 2017 @ 10:05pm 
Getting back to the overall game mechanics again, it's not possible to implement this due to legitimate balance issues :D Currently, you cannot have your character look in one direction while moving to another without serious limitations in movement speed and many other actions. The only way to make it work a little better is to place the movement key directions relative to the cursor, not the screen edges, but that would put KB/M at an unfair advantage; you would be able to aim without actually "aiming". If you would hold your W key down and put your cursor on the enemy, then that's it, you can fire away without holding your weapon up, while maintaining the accuracy of an aimed shot.
Smug May 11, 2017 @ 11:59pm 
They could just put in an accuracy penalty for hipfire.

And even if PC had an unfair advantage so what? There's no PvP, and there's no cross play.
Vamandrac May 12, 2017 @ 1:20pm 
Honestly, if you play the game long enough the lack of a cursor doesn't make a difference. When the game first came out on PC there was a huge thread created by players asking the devs to add a cursor option, but nothing came of it other than the shadow cursor addition. The devs aren't going to change how the aim system works at this point so you just have to work with what you got.
Last edited by Vamandrac; May 12, 2017 @ 1:21pm
Smug May 12, 2017 @ 3:18pm 
Wow, the shadow cursor wasn't here from the beginning? PC really was an afterthought huh?

I'm guessing the devs don't game on PC if they expected people to enjoy aiming with WASD
Last edited by Smug; May 12, 2017 @ 3:18pm
Vamandrac May 12, 2017 @ 8:04pm 
To be fair, the decision to bring Helldivers to PC was on Sony and not really the devs and it was built from the ground up to be played on the Playstation console/handheld and not a computer. Considering all of this, I think the overall transition was done well minus a few quirks here and there.
Last edited by Vamandrac; May 12, 2017 @ 8:08pm
Torun May 13, 2017 @ 2:42am 
I think the port is done phenomenally and Arrowhead deserves credit for handling Sony's quirks as they did. It's technically about as stable as games usually are, and they even managed to implement native Dualshock support plug-and-play on PC alongside XInput and tried to make the experience playable for mouse players to the extent the game's mechanics permit.

I am surprised that in spite of me losing Internet for a day and being absent for that long, no one noticed a crucial oversight of mine in what I called an "unfair advantage".

It wouldn't be an unfair advantage. It would actually be balancing things out! On gamepad, you can already walk towards an enemy and fire away immediately. You cannot do this on keyboard as of now because you only have 8 directions to move in. To tether movement to mouse cursor would potentially even things out in this particular regard.

However, this does not mean this would be the solution to the issue Setz originally came up with. There is a reason so, so few games tether movement keys to the mouse cursor; it handles like crap. Therefore, you would introduce this as an option, I might hear. The problem is, there are already numerous discrepancies in how the mechanics handle between gamepad and KB/M, and now you'd add more inconsistency to using a single control device. A fair conniption.

Let me get back to this too, though, as a general idea, not pertitent to the specific talking points at hand:

Originally posted by Setzaroth:
They could just put in an accuracy penalty for hipfire.

And even if PC had an unfair advantage so what? There's no PvP, and there's no cross play.

No, penalty for hipfire is too cheap of a workaround. I wouldn't be afraid to call it the same amount of BS as Ghost Heat in Mech Warrior Online. It's unheard of to use this as a forced limiting mechanic of unaimed shooting in a twin-stick shooter. This is not Call of Duty.

There is no PvP, but that doesn't mean one player should be given advantage over others, and especially by introducing tweaks that grants further-than-normal advantage to using a certain control method. All players should play as equal as possible, as far as game mechanics permit, no matter the controller used.

There is no cross-play, but it seems you heavily, and I mean heavily underestimate how many people use gamepads to play on a PC in general. Helldivers is no exception to this, I encounter gamepad players on a very common basis.
Zyme May 13, 2017 @ 10:58am 
The Actual reason that the cursor is hardly visible is because it was too easy to aim when ported to PC. This came from the devs mouth in an interview.
Smug May 13, 2017 @ 3:39pm 
Most people don't use a gamepad on PC. For Helldivers it's probably pretty common, but for the most part, I would be surprised to find people prefer a controller.
Smug May 13, 2017 @ 3:40pm 
Originally posted by Zyme:
The Actual reason that the cursor is hardly visible is because it was too easy to aim when ported to PC. This came from the devs mouth in an interview.

That's pretty stupid. Aiming, and knowing where your character is going to turn should be basic.
Torun May 13, 2017 @ 4:09pm 
Originally posted by Setzaroth:
Most people don't use a gamepad on PC. For Helldivers it's probably pretty common, but for the most part, I would be surprised to find people prefer a controller.

Put your surprise face on. I use a gamepad on more than 5 different titles on a PC and I'm not the only one. There are games that simply do not require dozens of keys and mouse and do with just a controller, sometimes even better than a KB/M. When laying back on a big-ass armchair and chilling with some games, I'd pick a gamepad any day as opposed to laying down a plank over my lap to shove a keyboard onto.

It's all about what do you want from your gaming experience. I don't fret playing even FPS on a gamepad when it's tuned up properly (it's hard to nail down the sensitivity and the pacing of the game to match). When it comes to racing games, I whip out my steering wheel. Coming over to flight sims and Mech Warrior, I prep my X52. In fact, I can hardly remember playing a game that I stuck over a 100 hours into in my past year that was played with a keyboard and mouse. When you do find yourself in need of handling the game with a mouse, Steam Controller can fill in for you.

Guess what. When something doesn't work out for people, it dies out. Gamepad's here to stay. It ought to be doing something right. I'm not a competitive gamer, I play games for fun, and therefore want to get comfortable. Do really KB/M gamers never rest their wrist when using WASD? Do they really grip the mouse with their entire hand, and not just with the fingers, even as they maintain their full control and speed as usual? That is what is actually rare. When you grip a gamepad that fits you, that's it. It fits you, with much less effort and accustoming.

Believe it or not, but many gamers aren't playing with ultimate performance in mind. It's a way for them to unwind, and being comfortable with your controls is a big part of that.

Originally posted by Setzaroth:
That's pretty stupid. Aiming, and knowing where your character is going to turn should be basic.

I put a part of the quote in bold myself to highlight what I'm nitpicking here. I've played Helldivers for about 160 hours now, and all of them on gamepad, which has no cursor anywhere whatsoever, because I know where my character is going to turn. Yes, what you said should be basic. But that basic lies in the player, not the game. Git gud.
Last edited by Torun; May 13, 2017 @ 4:10pm
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Date Posted: May 11, 2017 @ 3:54pm
Posts: 23