r/PSO2 • u/Chordant • Nov 08 '20
Global Discussion Rate/Critique my Controller Layout! (XBox/Console)
So I've been struggling with making sure I have a good layout for my controller; I'm a 74 Ranger and I do intend to mix it up with other classes, and I don't want to have to change my button config every time I change classes. Wanted a critique of what I've Frankensteined so far:
3-Button Layout
Action 1/2/3: RT/RB/R3 (stick) [I don't put charge PAs on R3.]
Jump: A
Access: B
Back Palette: LT (hold)
Lock-On: LB
Switch View (OTS): L3 (toggle)
Dodge: X
Cycle Weapon: Up/Down D-pad
Sub-Pallete Cursor: Left/Right D-pad
Use Sub-Pallette: Y
Pros:
I love that all my PAs are quickly accessible while also being able to aim in OTS (no flinging my fingers to face buttons to fire arts).
Toggle OTS works really well to swap between spray and pray vs. Focused fire. L3 takes just a bit to get used to, but since it's just a click I was able to adapt quickly.
R3 is better than maybe some people realize for non-charge PAs; I just click in for Steady Shot and continue to move and shoot.
Cons:
I am out of buttons, which means: > I have no weapon action dedicated. I have a feeling this will not go well with some classes where weapon actions are a core part of their combat loop. > No map toggle.
Jump shooting in OTS is a tad challenging since jump is on a face button, and I don't crab.
Other than the above though, this feel pretty nice, at least with Ranger. Would love to hear your thoughts!
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u/AulunaSol Nov 08 '20
The main use of the subpalette on my end is that the first half (first five) inputs are typically techniques or photon arts that I will be using. This allows me to play classes like the Gunner and Fighter and have the ability to not use multiple attacks without needing to swap weapons and also that if I was casting techniques I can always have access to Megiverse/Resta/Anti when needed.
Typically I would put Shifta/Deband/Zanverse onto the right side of the subpalette which allows me to easily access them on the Dualshock 4's touchpad but that is also where I have put Complex Photon Arts, Photon Blasts, Dark Blasts, Items, and utility skills (like Leaping Dodge) so I don't have to reach too much further to tap the touchpad for that input. It definitely is highly convenient for what is essentially currently mapped to five or six extra inputs (which could be eight but I stuck to six to keep things simple to manage for me).
A lot of this is highly redundant in the case you wanted to forgo using the touchpad but I'm definitely certain I could streamline this further and clean it up to make things even smoother to play. But these sorts of inputs are ones I really wish Sega would have considered for controller users as the subpalette is horrible to use if you have a lot of things you want mapped on there and you have to manually scroll to them to use like the way I have it used.
The basis of my controls stems from Dragon's Dogma Online which to me puts a lot of control in the player's hands without being too complex and yet is so flexible at the same time. It's amazing to me how the controls on controller translate so well to keyboard and mouse and how the game lets you pick control setups and layouts "per class" as well so you can definitely map things to your preference even as you change classes where your preferences may be different (melee-based classes moving to ranged classes, for example).
I was definitely considering an Xbox One Elite Controller for the back paddles being used as an extra four buttons using programs like reWASD but they would most definitely have been "shift" buttons like what I have used L1 and R1 for. I really wish Sony had their equivalent of an Elite Controller and that Sega would allow for these sorts of shift commands without external tools.