• Duamerthrax@lemmy.world
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    9 days ago

    I disagree. I’d rather have look-to-steer then the full-left-straight-full-right steering that’s in other fps games. Not being able to make slight changes to direction and speed in Half-Life 2 vehicles always made them frustrating.

    • rtxn@lemmy.world
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      9 days ago

      Even the original Duke controller had two analog sticks and two analog triggers. Mapping two independent actions (camera movement and steering) to the same input was already bad in Halo CE, but it was downright criminal in Halo 2 and later games that started to include massive backdrop setpieces. You can either look at the Covenant spaceship glassing the city or steer your warthog, but not both. It’s asinine.

      • Duamerthrax@lemmy.world
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        9 days ago

        I’m not looking at the landscapes while in a firefight. That’s why the game designers give you moments of pause. Like when you exited the cave in Halo 4 or the very beginning of HL Episode 2.

        I’ve never had any problems with Halo’s controls.

        • Buddahriffic@lemmy.world
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          7 days ago

          It can still be relevant in combat when you want to look around to see where your enemies are or find the exit or something.

    • ZeffSyde@lemmy.world
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      9 days ago

      The endless fan-boat segment is the worst part of the game, for me at least. Physics are fucked, puzzles to progress are forced as hell. I was so happy when it was over.

      • Duamerthrax@lemmy.world
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        9 days ago

        It’s not like those physics puzzles were hard. How many variations of the SeeSaw puzzle were there?

        GabeN: In Episode 2, we’ll have the biggest puzzle in a Half Life game to data!

        Episode 2: It’s just a huge seesaw puzzle.

    • JackbyDev@programming.dev
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      7 days ago

      KSP was annoying like this to. They at least had a way to make small adjustments on addition to big ones, but it was still very tricky to be precise.