Forum Discussion
There should be options to rebind pitch/roll/yaw, and I think the sensitivity/motion range are tuned badly by default (lowering sens to 15% and raising motion range to 100% works for me), and there needs to be more button-conservation options like JS and Controller have, but otherwise, mouse input is fine.
As DaffanZ and Tyraniic say, this is virtual joystick and is the standard for most space flight sims (eg Elite Dangerous). Speaking as someone who prefers KB&M over joystick in space sims, I hate direct input flight games. They're way too arcadey. That really wouldn't be appropriate for a game like Squadrons.
I just bought the game and tried it. I spent my first 30 minutes of gameplay of looking for this direct input option for mouse.
since it is supposed to be there in a flight game...
I was angry since I couldn't find it, so I came here, and what do I read now?
Direct Input is a modern mouse invention and is extremely overpowered, crossplay would be impossible and the game's defensive flying would be impossible as everyone would have Starfighter levels of 99% accuracy.
What kind of joke is this?
So, you are making a competitive dog fight game, and because mouse is obviously better just like in any other shooter game, you nerf it the way it's useless and we all have to play with a joystick or HOTAS so we will enjoy ourselves together as noobs who can't aim?
ARE YOU F****ING KIDDING ME?
GIVE ME BACK MY MONEY.
- 5 years ago
Yes. Reading that makes me angry also, my friend.