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Controller Layout Suggestions


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#1
mrjack

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First Suggestion

 

I play ME on PC but with a controller. Before native controller mods I used XPadder and mapped all 8 powers to the face buttons.

 

The first three were the same as on consoles:

 

1  - Y (triangle)

2 - LB (L1)

3 - RB (R1)

 

then

 

4 - Back (Select)((usually mapped medigel)

5 - D-pad up

6 - D-pad down

7 - D-pad left (usually mapped a squad mate power)

8 - D-pad right (usually mapped a squad mate power)

 

The original d-pad fucnctions were used to position your squad but I used the bumpers as shift keys (and to access the power "wheel") which changed the functions of the D-pad to rally attack and get-into-postion.

 

Playing this way, I didn't have to pause the game to use more that 3 powers and it was much more fun. Pausing to position your squad is far less of a big deal because it's not something I do a lot of unless they are doing something really stupid like running face first into a Harvester.

 

Even with 8 mappable powers we're still left with some that need to be accessed through the wheel which brings me to:

 

Second suggestion

 

Have the option of the power/weapons wheel slowing down time rather that stopping it completely and adjusting its opacity.

 

I played a few hours of TW3 and I believe they made a similar change from TW2. It adds to the sense of urgency when time and music/sfx don't stop while you are selecting a power. Making the HUD more transparent keeps your focus on the battlefield. If you know where your powers are, you should barely stop to use them.

 

What do you guys think?


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#2
7twozero

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I usually put the keyboard on the left and the mouse on the right
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#3
mrjack

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I usually put the keyboard on the left and the mouse on the right

 

A novel approach  B)

 

And for those of us that like to pull a trigger instead of playing point and click?



#4
Pasquale1234

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I'm not a fan of having take/use, take cover, leap over cover, sprint, jump across, and whatever else (it's been awhile, I don't remember) all mapped to the same key.

I'd like to be able to map those functions separately.

#5
Sanunes

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I'm not a fan of having take/use, take cover, leap over cover, sprint, jump across, and whatever else (it's been awhile, I don't remember) all mapped to the same key.

I'd like to be able to map those functions separately.

 

That was my biggest problem with the controls in Mass Effect 3, when trying to run around an object I would stick to it for cover.


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#6
Pasquale1234

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That was my biggest problem with the controls in Mass Effect 3, when trying to run around an object I would stick to it for cover.


I think the stickiness sensitivity was a lot of my issue with the controls.

Plus, the context sensitivity. It took me awhile to figure out that Shepard would stand right next to cover absorbing bullets until she died while I pounded on the take cover button - unless I was in the proper "context", which in this case meant aiming the camera in a different direction.

#7
mrjack

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I like sprint and cover being the same button because when you sprint into cover you automatically take cover without pressing a different button. Sprinting around an object isn't so bad if you realise that if you get to close to it you will enter cover. You don't have to give it that wide of a berth to avoid it.

 

Don't forget that jump will be a thing in MEA as well.



#8
Sanunes

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I like sprint and cover being the same button because when you sprint into cover you automatically take cover without pressing a different button. Sprinting around an object isn't so bad if you realise that if you get to close to it you will enter cover. You don't have to give it that wide of a berth to avoid it.

 

Don't forget that jump will be a thing in MEA as well.

 

I posted this in another thread, but what I would like is what they did with Inquisition, but with the ability to map multiple abilities to the same button.  So for people that want to have sprint/cover on the same button they have that choice, but for someone like me that found it a hindrance we could move them to different buttons.


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#9
DaemionMoadrin

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Proper PC controls mean you can bind all functions to whatever keys, buttons, controllers etc you like, without being limited by the hardware.

 

Controller layout? Not necessary.



#10
Malanek

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I'm not a fan of having take/use, take cover, leap over cover, sprint, jump across, and whatever else (it's been awhile, I don't remember) all mapped to the same key.

I'd like to be able to map those functions separately.

They should at the very least at least give an option to separate Sprint and Take cover out onto different keys. They could also consider making sprint a toggle ie press the key once and sprint until you press it again.


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#11
mrjack

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Proper PC controls mean you can bind all functions to whatever keys, buttons, controllers etc you like, without being limited by the hardware.

 

Controller layout? Not necessary.

 

Completely remappping the controller would be ideal for me but not something I've really seen before.

 

If there is gonna be a default, then my OP covers my suggestion for that.


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#12
LightningPoodle

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I like sprint and cover being the same button because when you sprint into cover you automatically take cover without pressing a different button. Sprinting around an object isn't so bad if you realise that if you get to close to it you will enter cover. You don't have to give it that wide of a berth to avoid it.
 
Don't forget that jump will be a thing in MEA as well.


Jump is in? Bloody hell. Pointless mechanic.

#13
mrjack

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Jump is in? Bloody hell. Pointless mechanic.

 

Well jetpacks are in so why not jumping when you don't have a jetpack equipped? I'm guessing it'll use the same button. I must admit I'm a fan of pointless jumping. I hate being rooted to the floor even if there's no reason to actually jump. It just feels stiff to me.



#14
Probe Away

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I'd love some controller flexibility (or even a controller at all for pc) but I'm not a fan of suggestion 2, sorry. For me, the tactical pause mechanic is far more important to ME than having an increased sense of urgency. There are already plenty of shooters that focus on urgency.

I don't need the pause to know what my powers are or what buttons they are mapped to. I use it to survey the battlefield so I can position my squadmates, decide which enemies to attack first and figure out how to use our powers most effectively. I think this is something that sets ME apart from other games and is one of the last remaining throwbacks to old school RPGs in the series.

#15
mrjack

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I'd love some controller flexibility (or even a controller at all for pc) but I'm not a fan of suggestion 2, sorry. For me, the tactical pause mechanic is far more important to ME than having an increased sense of urgency. There are already plenty of shooters that focus on urgency.

I don't need the pause to know what my powers are or what buttons they are mapped to. I use it to survey the battlefield so I can position my squadmates, decide which enemies to attack first and figure out how to use our powers most effectively. I think this is something that sets ME apart from other games and is one of the last remaining throwbacks to old school RPGs in the series.

 

I was only advocating that it be an option you can toggle on and off so if you like the classic pause-and-play, you can still have that.



#16
DaemionMoadrin

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I'd love some controller flexibility (or even a controller at all for pc) but I'm not a fan of suggestion 2, sorry. For me, the tactical pause mechanic is far more important to ME than having an increased sense of urgency. There are already plenty of shooters that focus on urgency.

I don't need the pause to know what my powers are or what buttons they are mapped to. I use it to survey the battlefield so I can position my squadmates, decide which enemies to attack first and figure out how to use our powers most effectively. I think this is something that sets ME apart from other games and is one of the last remaining throwbacks to old school RPGs in the series.

 

That sounds more like Dragon Age than Mass Effect though.



#17
Probe Away

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I was only advocating that it be an option you can toggle on and off so if you like the classic pause-and-play, you can still have that.


Fair enough then. Maybe it could even be a feature in harder difficulties.

#18
Probe Away

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That sounds more like Dragon Age than Mass Effect though.


Why? It applies to both. You have more abilities and squad mates in DAO and the POV is a bit broader but the concept is very similar.

#19
mrjack

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That sounds more like Dragon Age than Mass Effect though.

 

I tend to agree although I don't really like using the tac cam in DA either. It does led itself more to pause and play however and sometimes it's stupid not to use it (dragon fights on nightmare).

 

The ideal game for me involves no pausing though (unless you press pause). I played a few turned based RPGs back in the day and they were fun but as soon as RPGs moved into the "action" style of gameplay, I was happier.

 

I know a lot of people would be upset if we did away with pause completely and I wouldn't want that for those that want it but I'd like to never have to use it if possible, even on the hardest difficulty.



#20
Fortlowe

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I'd like to have more nuanced controls for dialogue. Currently it's move joystick to chosen dialogue option and press enter. I'd like to change that to first moving the joystick to your chosen dialogue then pressing one of three buttons. Each button conveys a tone for how the chosen dialogue would be delivered. So now when I say "no" I'm not also locked into (but I can if I want) saying "go **** yourself." Or if I say "yes" I'm not also declaring my everlasting love and absolute devotion across this and all other planes of existence.

Subtle change to the interface. HUGE change to the game with enormous amounts of resource commitment to pull off well, but I think it could be very entertaining and if it every happened.