I have to be honest, If I could fly my ship right over a hideout and just shred it with turrets I would. The game just a bit to combat focused to have ships in the mix unless anti-air was a thing.
I have to be honest, If I could fly my ship right over a hideout and just shred it with turrets I would. The game just a bit to combat focused to have ships in the mix unless anti-air was a thing.
I agree that it’s not the most worthwhile use of the buttons and you are right about using the triggers. For now I’ve just mapped the back buttons to mirror the shoulder buttons and it’s working well. I also agree that all of the shortcuts I asked about are already present with long presses, I just am not a fan overall of buttons having more than one action associated just in general not even specifically about video gaming input.
To me it’s one of those things where if I was playing the game on my desktop I would bind small things like that to macro keys just for convenience.
I’ll be honest I didn’t even notice the prompts for start/select were backwards. Today I learned LOL
Tried both. Configuring in-game, the game had zero clue the buttons seemed to exist. Which makes since it’s an emulated gamepad.
I did try assigning via the controller settings key inputs I could then bind but using any non controller type input would flip the game into thinking it was mouse + keyboard. I’ve ran into this behavior a few times on the deck when adjusting the volume so this may end up being something that gets smoothed out. The game isn’t technically released yet so I don’t expect everything to be 100% smooth out of the gate.
The channel was much better when they were in the house and the backups were stored on a toilet.
Because that one GitHub project that solves your needs but has sparse documentation and only works if it’s as close to what I assumed it was created on.
Sparrows from Destiny