I tried it out, however when you make a new layout it changes your quick chat to the D-pad and can lock you out of certain call for help commands depending on what you change. With that and the lack of a dedicated zone button, im overall disappointed. I find myself at a disadvantage in team games more than anything.
As a console player I have been having very great success with my new remapping:
I am currently still getting used to it muscle memory wise, but my changes are an attempt to make the core needed buttons more accessible.
For intent and purpose of HL ease of light attack implementation while in OS I have changed light attack to L3. And run moved to R1.
I also changed GB to be R3. I found especially with diminishing guard, to change my guard stance while trying to use the same finger to be vigilant against soft fient GBs difficult sometimes, especially with lag problems. I made it right there so I don’t have to play guessing games anymore.
The things that replaced the previous buttons for these inputs don’t mess with feats, chat or anything important either. It simply just helps me make more optimal moves to help more horrible reflexes.
Any input that is correlated with the same button would still be the same input. So if you’re trying to kick with Gb remapped to R3 then you would just use the GB button (R3). I use it with HL and it works just fine. If you are referring to a different character, admittedly dodge into CCs are a tighter input but still completely doable. What are you having difficulty with?Originally Posted by Tirik22x Go to original post
Yea, it’s doable, but not exactly smooth. Centurion, Legion Kick.Originally Posted by mrmistark Go to original post
As someone who always had an Elite controller on Xbox, button mapping was never a problem for me as I could easily use the default controls and had the paddles as my X/B/A controls, I can understand keeping zone as unmappable to one button. It should remain as it is, or a good compromise is what Hazelrah suggested. Map it to two separate buttons that would help make zone more reliable to use, as I've seen many complain that it can be hit and miss sometimes. Or, Ubisoft could relax the zone input timings, and find another fix for flickers, such as not allowing another move to come out after an input as from memory that's what the issue was. Seeing an attack appear from left side then all of a sudden its a zone from opposite. I don't know the ins and outs of it, but it seems to me there are other fixes that would require coding.