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DragonVC89's avatar
6 years ago
Solved

Can I force the view to follow Cal?

I'm used by now to AAA games being made for console first and the PC version having interface and control issues as a result, I can deal with that. But in Fallen Order the way the view works is bugging me and it's getting me killed. Very often in a fight, Cal will randomly end up facing a different direction to where my camera is looking. This means when I dodge, from my point of view I want, let's say, a right dodge, but his right is not my right and I dodge in the wrong direction. Is there any way to force the camera to always turn to face the direction Cal is actually pointing? And I don't mean with target lock as that's not always practical, and I think that locks the camera to the enemy but not Cal.

6 Replies

  • @DragonVC89
    "And I don't mean with target lock as that's not always practical, and I think that locks the camera to the enemy but not Cal."

    Well the problem you're having is exacerbated by not using target lock, but honestly, in over 2.5 play throughs I avoid it myself, as it can cause problems itself.


    That said, the game is harder to control on PC, and not due to gamepads being superior for such games, which has always been more a matter of opinion at best.

    When a melee combat game is ported properly for KB/M, you don't have these problems. This game is very finicky on KB/M, and takes a heavy hand because of it.

    Here's part of the problem as I see it regarding how it pertains specifically to what you're referring to.

    When Call doesn't move or dodge-roll the direction you're using with W,A,S,D, it's often either due to him not facing that direction after doing a prior dodge roll, or you're having tapped dodge roll slightly before the W,A,S,D without knowing it.

    These 3rd person view games are typically a bit slower and clumsier to change directions with. You have to be very deliberate with choosing a new direction to move that direction. If you're facing another way, you will move that direction first, then loop around. This game just happens to be noticeably more finicky in that regard.

    I have often times had this problem when dodge-rolling, and to avoid it I have to make sure Cal's moving a certain direction before using dodge-roll. To the extent that in boss fights I often keep circling counter clockwise, as that's the direction easiest for me to dodge-roll with.

    Another quirk with this game is despite run being something you can toggle, you often have to engage run again after any tiny move or obstacle, or he'll just stop. This has been noticeably worse for me since buying a red switch mechanical KB, but it should be easier. It does seem to be harder to push the keys down than on my prior membrane KB though, so it may be I need to get used to it.

    Many players have said this game takes getting used to on KB though. My hope is, if they make a sequel, or another Jedi game with an unrelated story, they refine the KB/M controls, as they definitely need work. I don't really have such problems with other melee swordplay games, like Skyrim, Assassin's Creed, The Witcher 3, etc.

  • DragonVC89's avatar
    DragonVC89
    6 years ago

    Thanks for chipping in. I have to say I haven't really played a modern 3rd person melee game before this. Although I'm having a huge amount of fun both due to the game itself and the challenges of the combat, I'm out of my depth genre wise so my expectations may be slightly misplaced and I have a lot to learn.

    Having said that, I do expect a stronger connection between mouse movements, camera view and character direction, which as you pointed out can be a bit laggy or disconnected. I guess all this is to create smoother, cinematic and more realistic character motion, which it does for sure, but has unintended orientation consequences. I don't know how this works on console where you don't have a mouse to use for view and the associated expectation that the character looks where you point the mouse (think RPGs like SWTOR where you can just spin your character on the spot with the mouse, and they magically snap back to facing your view after a dodge or other disorienting move).

    I'll try to remember to pick direction before dodge, might be difficult with bosses spamming strong attacks that need dodging in sequence. Often I'm spamming the next dodge before even recovering from the roll as I see the next attack come in, that's when the random wrong direction happens. Like the number of times I've rolled away from an AT-ST bomb, then tried to dodge another just to see Cal roll right back into the first... oh man!

    My main issue with target lock is it prevents me easily turning around and running away, which is something I do all the time especially in boss fights. It may be bad form but it works! I'll play around with it more though, see if I can find a technique that works for me.

    Ah, sprint is a toggle? I hold it down, which seems to work. But that explains why holding shift before starting to move doesn't result in a sprint, always have to move first then activate sprint, costs precious miliseconds against fast enemies. Again, misplaced muscle memory from other games, I expect it to be a modifier.

  • "I'll try to remember to pick direction before dodge, might be difficult with bosses spamming strong attacks that need dodging in sequence. Often I'm spamming the next dodge before even recovering from the roll as I see the next attack come in, that's when the random wrong direction happens. Like the number of times I've rolled away from an AT-ST bomb, then tried to dodge another just to see Cal roll right back into the first... oh man!

    My main issue with target lock is it prevents me easily turning around and running away, which is something I do all the time especially in boss fights. It may be bad form but it works! I'll play around with it more though, see if I can find a technique that works for me.

    Ah, sprint is a toggle?"

    ***********************************************************************

    Once you get to know the sequence of attacks bosses typically do, it's easier to know what distance you have to keep at what times. It also helps immensely to have advanced Dash Strike as soon as you can, which allows you to use it from a greater distance. Push is also very useful against bosses, and

    Spoiler
    the Arena Battle you have to go through after getting it is not too hard, unless you force the pace when the Jotaz and spider come out.

    The only AT-ST that can be tough is the one on Kashyyyk at the end of the mission where you save the Wookies. The ones elsewhere have places you can take cover and use to sneak attack them. The way to handle the one on Kashyyk is to stay ahead of the battle before it is deployed. I usually Immediately Dash Strike one of the Flame Stormtroopers, then Slow and Dash Stike the other. The Security Bot I use more Dash Strikes, and make sure to dodge it's unblockable. When that battle is done you want to be on the side where the AT-ST lands, which I think is to the right as you come up the elevator. The key is to stay near it's legs while attacking them, but roll away from the grenades. Once you know that battle well, it's not too hard even on Grand Master.

    Yeah, being commitment to a position where you're locked into facing an enemy is why I disable Target Lock completely. The game is too fast paced to toggle it off in time to avoid getting attacked. Of course this means you have to be facing an enemy to use Dash Strike, Push, etc, without it, but it's best to get used to doing that anyway IMO.

    Yeah sprint is not only a toggle, the game doesn't mention that anywhere in the Gameplay or Controls menu, and worse yet, there's no way to disable it and use hold instead.

    As for tactics, maybe try using Slow a bit now and then. I don't use it hardly at all anymore, but when you're starting out, it can help get you in position and avoid attacks. It uses force of course, but once you get the Power of Friendship skill, which completely refills your force meter when you use a stim, it's kind of a non issue.

  • DragonVC89's avatar
    DragonVC89
    6 years ago

    Well, we're way off topic now 😇 I appreciate the help and chat but I don't want to know too much, still want to explore and learn by myself.

    Kashyyyk AT-ST itself is easy compared to the fight leading up to it, for me anyway.

    Spoiler
    Problem was that killing both flame troopers immediatelty spawns the next wave, and with the droid still alive that was impossible for me (I'm on Master difficulty). I ended up killing one flame trooper straight away, then kiting the second while beating the droid low enough to hack. Let the droid handle the second flamer and the next wave and wait for AT-ST.

    Also no idea what arena fight you mean after learning Push, and I've had it for a while (just finished the second tomb on Zeffo). I've never fought a Jotaz, I've bypassed them every time I've seen one so far.

    I have improved dash strike but beween pushes, pulls and slows I'm out of force very quickly. I've been upgrading the pool and finding the secrets, just something to manage better I guess. And get that stim skill... but lightsaber throw first, I feel that will make my life a lot easier.

  • DragonVC89's avatar
    DragonVC89
    6 years ago

    We're way off topic now 😇 thanks for the help and the chat though, don't want to go too far though as I'd like to keep discovering and learning myself as well.

    The Kashyyyk AT-ST is

    Spoiler
    easy, for me at least, compared to the fight leading up to it. I hate those droids, there's no way I could kill both flame troopers and survive the next wave with the droid still after me. I ended up kiting the second flame trooper until I was able to hack the droid, then let the droid deal with everything else until the AT-ST turns up.

    I have the improved dash strike, and I do use slows, pushes and pulls a lot to get big hits in. I need to work on my force management because I can't do all of those at once and I run out but working on skills to make that easier too.

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