As a beta participant and now an owner of the full release, all I'd like at this point is clear acknowledgement as to whether the team intends to implement an alternative flight scheme, or not.
By way of outlining precisely what I'd like to see (and I suspect many others), I've assembled the ideal configuration below(PS4/XB):
This alternate scheme utilizes ALL fundamental flight controls for both fixed-wing craft and helicopters simultaneously.
Additionally, this configuration allows the user to keep their thumbs on the joysticks at all times, allowing full control IN and OUT of combat.
Left Stick Y Axis = Throttle(Airplane)/Collective(Helicopter altitude)
Left Stick X Axis = Rudder(Airplane Yaw)/Torque Pedals(Helicopter Yaw)
Right Stick Y Axis = Elevator(Airplane Pitch)/Bow/Stern Cyclic(Helicopter Vertical Pitch)
Right Stick X Axis = Ailerons(Airplane Roll)/Starboard/Port Cyclic(Helicopters Horizontal Pitch)
R1/L1(RB/LB) = Enable Freelook/Countermeasures
R2/L2(RT/LT) = Fire Weapon (L2 should enable a projected AR optic for 3rd person aiming in armed aircraft)
Disable all flight assists, decouple all controls. Allow the pilot to retain full control, to a fault.
Simply add this an alternate configuration/scheme.
People who are content with the current configuration can continue to use it. No need to alter the "Helicopter Tutorial". Everyone's happy.
There are other things I've noticed that certain people will undoubtedly be reporting as unchanged since the beta, however this has and continues to be my primary concern.
I'm hoping there will be an announcement on planned changes that will include this alternate flight scheme and some sort of GUI for the armed helos(...I mean, 1st-person for all vehicles would be ideal but I'm not holding my breath).
Additionally, there should be a detailed changelog from 1.0 to 1.02 showing up soon... I'd be interested to know what exactly those 2gb were comprised of.
Is that the BF1 control scheme? Can't say I'm a fan. Still think GTA has it right - similar but keeps each set of controls nicely separate.
Left stick: pitch and roll.
Right stick: camera.
Triggers: collective / throttle.
Bumpers: yaw.
Putting throttle on a stick with yaw seems like a great way to fish-tail your way across the map, which I'm doing at the moment anyway with the rudder being on a stick with pitch. Barely any deadzone in the beta.
It's what I've been using in every dual stick flight game forever, whenever available. Battlefield does use that model but it's been a staple of flight sims for quite a while. If you've ever used a flightstick with a separate throttle controller, yaw is typically controlled on the throttle side as well, it's just the most logical way to organize the 4 axis'. Regardless, I've never had trouble with yaw and throttle conflicting on a DualShock or Xbox controller.
The problem with using yaw on buttons is that it doesn't take advantage of the range of the analog stick, it is essentially either ON or OFF, which I think is a poor solution. I know GTA does that and even Ace Combat used that method, which I never understood. It is essentially to free up the whole right joystick for camera, which could easily be negated by using a freelook toggle button. I'd much rather toggle freelook than lose the use of an entire joystick for proper flight.
As a PC mouse/keyboard/joystick user: This. Soooooo. Much. This.Originally Posted by MeTaL.DeTH Go to original post
It's really disappointing to learn they've done nothing about it yet, but honestly it would've been a miracle if they did between open beta and release. I would also like some sort of acknowledgement or confirmation that this is something the devs plan on addressing in the first patch, otherwise this will be a wait & see title for my friends and I (we played through the open beta).Originally Posted by MeTaL.DeTH Go to original post
Don't know if I agree with your control layout however for a game environment such as this. What you've outlined is a Mode 2 control scheme for RC helis & planes, which obviously works great for that application (personally I fly using Mode 2), but would then remove camera control which is essential to cover the limitations we encounter in a game world with limited field of view. I hear what you're saying about adding a toggle button for free look, but that means that there will be moments when we will lose not only 1, but 2 axes of control just to use the camera.
The bumper/shoulder buttons are not ideal solutions for rudder/tail rotor controls being that they're digital (off or on), but assigning yaw there would permit full control of the aircraft at all times while still maintaining camera control. Additionally, they can actually smooth out a lot of the on/off characteristics of digital inputs through the software itself if they do it right. I think the GTA5 control scheme strikes a good compromise in this regard, which of course means that countless players are already very familiar with it.
Yes, absolutely this. No auto-flare, nothing. The player should also have full control of the camera at all times, meaning it shouldn't force auto-center behind the aircraft when the player lets go of the analogue stick (unless they create an option for it).Originally Posted by MeTaL.DeTH Go to original post
Anyway, that's just my opinion. My hope is that something positive is done about it regardless, and soon!