I was initially intrigued by having buttons on the bottom of the controller, where your fingers naturally would be thus freeing your thumbs to stay on the pad/sticks. And imagine my frustration to realize those rear buttons are just extensions of triggers already on top.
My set up approach to having both my thumbs stay on the pads a majority of the time has been to set up a dpad modeshift with an inverted outer ring bind so clicking up, down, left, right, center output different inputs. And depending on the game I’d set up a chord so holding the left grip and clicking the right pad would output a different set of 5 inputs. And my right grip is set to jump so with the left grip chord function for 5 additional inputs on a right pad click if needed for a total of 10 that’s been my way of doing that.
So for like Doom Eternal I swap between weapons every shot to bypass reloading through the right touchpad. I like that approach better than using stuff like weapon wheels, which in some games actually slows down the actual gameplay and interrupts the flow.
atomicpoet@lemmy.world 1 week ago
Actually, those rear buttons are unique. They are not the same triggers and buttons. They are highly useful in FPS games for functions like crouch.
Rakonat@lemmy.world 1 week ago
On the steamdeck maybe, on the steam controller they are only r1/l1 buttons, I tried many times to change them and the software can’t different them
Persi@lemmy.zip 1 week ago
This isn’t true, the back buttons on the steam controller can be mapped independently.
You are most likely misremembering, there are many controllers that do similar things to what you describe, but the steam controller isn’t one of them.
Willdrick@lemmy.world 6 days ago
No they weren’t. I used to play Elite Dangerous and the paddles were used as modifiers, so for example the left paddle held down would change all the face button inputs to distributing energy while the right pad would swap them to common cockpit functions (landing gear, fsd, lights…) Meanwhile both bumpers and triggers remained as a single function: yaw and weapon groups