Zin Suddu
DUST University Ivy League
3
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Posted - 2013.02.15 07:56:00 -
[1] - Quote
I don't have too many issues with the controls, just a few minor things that will probably be fixed when mapping comes through the pipeline, let's see.
Vehicle controls are definetely a bit wonky. It would be nice to have an accelerator and brake instead of just moving the left analogue to move the vehicle. Feathering the gas pedal makes it easier to control turns in most cases. This also tends to apply to flght mechanics as well, controlled deceleration makes all the difference in banking maneuvers, and especially landing. Mapping will allow us to put pitch and yaw on opposite analogue sticks so we don't have to worry about that. I hope.
I think infantry controls are fine for the most part. I've noticed most issues I've had with them dissappear as I've gotten better at the game and skilling up in a weapon makes a ton of difference to the feel of your aim. I think that was intentional, and if so then somebody knows what there doing. That said, I feel that mouse smoothing isn't quite there yet, but I've a feeling that it will improve with time. The biggest issue I have is with the deadzone, it doesn't seem that bad at first but once you try sniping at range with the controller it screems at you; Makes it really hard to lead a target accuately with a DS3. So maybe a little work there but that might be more of a feel issue than a input issue - I'm not sure.
I definetely agree with the weapon wheel issue though. It's much easier to just tap R2 - which I will be moving to Triangle ASAP - to cycle through your weapon load-outs. If I could I'd reserve R2 for squad commands only, and I'd be a happy man indeed. Something about having to hold R2 to bring up the wheel and then click the right anologue R3 button is just to much and can be a pain in certain situations. I'll also be popping my crouch control over to the Circle button; the only problem with all of this would be figuring out which button to use to initiate, activate, interact with objects - Null Cannons, Turrets and what not - to be honest I don't know why that action has its own input. CCP could just make it a context sensitive operation and assign it to any button they want, i.e. X makes you jump unless you"re standing in front of an objective, turret, etc, in which case the press X to capture prompt comes up and it does that instead. Most of this really just boils down to button mapping and personal preference though.
Last of all - I absolutely agree that reloading should not interrupt any other action. I have suffered several instances where the auto reload has taken presidence over an R2 tap to swap to a sidearm. It gets me killed quite a bit and drives me absolutely friggin bonkers.
Cheers! |