this post was submitted on 12 Nov 2024
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[–] ICastFist@programming.dev 48 points 6 days ago (23 children)

I will die defending kb/m superiority over controllers, mostly because most strategy games are not made with controllers in mind at all. Also because I hate having to wait for a camera to pan around when I can do a ~~very inaccurate~~ 180º in a fraction of a second

[–] donuts@lemmy.world 44 points 6 days ago (14 children)

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.

[–] Elgenzay@lemmy.ml 5 points 6 days ago (1 children)

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 6 points 6 days ago (1 children)

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 5 points 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.

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