• .Donuts@lemmy.world
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    7 days ago

    You don’t have to defend or attack any of them. Different use cases fit different devices.

    Best example is GTA V. A lot of people using kb/m for the running and shooting, and the controller for driving and flying.

      • .Donuts@lemmy.world
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        3 days ago

        Yeah, just have a controller plugged in and you can pick it up the moment you step into a car or a plane. It being so seamless helps for that game. Not all games support this though

        • Fonzie!@ttrpg.network
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          3 days ago

          I know it’s technically possible, but I didn’t think people would put down their controller and kbm, or move their hands from their kbm to pick up their controller!

          But then, I can imagine it plays so much better.

    • MirthfulAlembic@lemmy.world
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      7 days ago

      Definitely agree. I used to be a KB/m only person, but have changed my opinion since using a controller for a while out of necessity. Some games are simply better with a controller.

      Some are much worse. FPS will never translate well to controller for me. No idea how CoD people play on console. It feels like trying to throw a ball with someone else’s hand by manipulating their elbow.

      • chiliedogg@lemmy.world
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        6 days ago

        The newer Doom games play well on a controller because precision movement matters more than precision aiming, so even on PC I play with a controller.

        Having an analog stick instead of WSAD makes the movement much more fluid, and a double-barreled shotgun, rocket launcher, or chainsaw don’t exactly require pixel-perfect aiming.

        • TwanHE@lemmy.world
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          6 days ago

          Nowadays you can achieve the same with analog keyboards. Took a bit of getting used to having control over the speed/angle by how deep your pressing the keys but works great.

            • TwanHE@lemmy.world
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              6 days ago

              Oh I miss my custom keeb don’t get me wrong, but for gaming it has been an upgrade similar to moving from 60hz to 240hz.

              Not having the actuation point set in stone but variable per key is a godsend and made wonder why it took so long to become more mainstream.

      • .Donuts@lemmy.world
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        6 days ago

        Aim assist, generally speaking. That’s how they try and make it “fair” for console users.

        • MirthfulAlembic@lemmy.world
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          6 days ago

          I’ve never played a game where aim assist was done well enough for me. It’s either too little or too much. That is probably me though.

    • Elgenzay@lemmy.ml
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      7 days ago

      Worst example is the Nintendo Switch controller. The triggers are binary so you can’t control your throttle in racing games.

      Super Mario Sunshine used the analog triggers on the GameCube to differentiate a partial press where you can move around while spraying water or a full press where you can’t move, and the control stick is instead used to aim.

      Consequently, in the Switch port, you can no longer half-press, so emulating the GameCube version is a better experience than playing the official Switch port.

      • .Donuts@lemmy.world
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        6 days ago

        For Sunshine, they mapped RT to half press and RB to full press, so there isn’t really any practical change, except hitting a different shoulder button instead of partially pressing the same one.

        I do agree on lamenting the triggers being digital though. I played a lot of Rocket League and the lack of fine grained controls alone was enough to not really enjoy it on Switch.

        • Blackmist@feddit.uk
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          6 days ago

          I still lament the loss of analogue face buttons from the PS2 controller.

          It was mostly used on racing games where newer analogue triggers are a lot more precise, but it can make emulating older games tricky.