Has anyone managed to activate the joystick support in System Shock 2? I don't care for mapping actual buttons or anything, all I want is analog movement. It seems like it at least had it initially, as there is an option in the main menu for joysticks.
Unfortunately it's so old that it uses DirectInput not XInput, and the Steam Controller only supports the latter.
I've contacted Valve a few times requesting DInput support for older games. Hopefully they will eventually add it as an option.
My only gripe with the left analog is in games with quicktime events that require the player to waggle it left and right. It's at a really weird angle that makes it a hard action to perform.
So, I actually hate QTE prompts.
What I did with my
Tomb Raider bindings was use an activator so that when I click in the left stick it would cycle between left/right inputs for the QTEs.
May not work for every game, especially if you're actually using the stick for movement and need it bound to something else, but it worked well for me.
I do wish bindings could be better-labelled than they are here, as you don't really get an idea of all the mode shifting that I have assigned with this config, or what all the buttons do.
I know this was Valve's plan from the beginning, but I also feel it is subjective. I definitely prefer using the analog stick for movement, regardless of the game. Left pad can definitely muster up nice movement emulation, but the fact that it's static just doesn't feel right to me. Not even the haptic feedback can really make up for it; I need a clearly defined center to my movement input, and an analog stick feels so natural in that regard.
Yeah, I do understand that feeling. I'm still not comfortable using the touchpad to control cars in open-world or racing games due to the lack of a center-spring to provide tension.
And actually enabling haptics for the analog stick can feel good in some games, like it has even more tension than it really does.
I don't find it uncomfortable to use the analog stick on the controller at all though. I get a pain/numbness in my left thumb with a DualShock 4 after a while now, but that's not been an issue with the Steam Controller.
I do agree that its position is awkward for QTEs which have you mash the stick left/right.
When you use adaptive-centering on the touchpad they try to emulate the feeling of having a center spring, but it doesn't quite work for me.
The other issue that I have with adaptive centering is that it starts out well, with the center of the "stick" being wherever you place your thumb on the touchpad.
But it will correct itself as you move your thumb around so that the center of the stick returns to being dead-center of the touchpad if you don't release your thumb.
What I think would work better is if it was more like mobile games where the virtual stick has a fixed radius and gets dragged around by your thumb. So the center position is never in a fixed location on the touchpad, but your movement - e.g. moving from left to right - always has a fixed distance.
So I tend to use analog emulation
without adaptive centering, as I prefer how that feels in most games. I hope they add another option to adaptive centering though.
I don't like the default config for the touchpads as an analog stick either.
I pull in the outer deadzone so that I only have to move my thumb a smaller amount, more like an actual analog stick.
What I also like is binding sprint controls to the outer ring.
That way you don't have to click a stick or hold a button to sprint in games, you just move your thumb closer to the edge of the touchpad.
If you get this right, it feels very natural to do, but is not something you will hit by accident.
In action games like
Darksiders, I have the very edge bound to the dash action which is quicker as a reactionary input for me, and frees up another button.
You could technically do that sort of thing on the real analog stick too, but the size is too small for it to work well and I always activate the outer binding unintentionally.
In games which use the D-Pad for weapon selection, I then have the touchpad click set to mode-shift to a D-Pad or Radial Menu so that I can quickly switch weapons without having to lift my thumb off the pad at all.
It's things like that which you might not be thinking of until you've used the controller for a while and fully explored all the options available to you.
Another thing in my
Tomb Raider config is that the left trigger aims down the sights, and then clicking the trigger in toggles the zoom.
So instead of using two separate bindings for that, it's all on the one trigger.
And I'm also using mode shifting so that the gyro sensitivity changes depending on whether you're holding the left trigger or clicking it in to zoom.
It also switches the input from Mouse-Like Joystick to Mouse aiming when you pull the trigger, since
Tomb Raider doesn't handle mixed inputs properly and the mouse only works when you're aiming down the sights.
You don't have to get complicated like this at all, but I mean this as more of an example of the sort of depth you can go to with a config.