Balancing FA-Off Across Input Methods

With the increasing focus on multiplayer features, I believe it's a good time to reconsider how FA-Off is balanced across different input methods.

At the moment, playing PvP effectively almost makes the use of mouse and keyboard mandatory, mainly due to the advantages provided by the 'relative mouse position' setting.

It would be fair to offer similar support for other input methods, or to rethink the current mouse-specific advantages. I’m sharing this as constructive feedback, hopefully, more players would feel encouraged to try PvP if they knew we were all on equal footing, regardless of the input method.

Thank you
o7
 
Can you elaborate on what advantages you're referring to? Relative mouse mode just mimics the return springs in sticks that centre it when you stop applying pressure.
 
A cheap mouse is much more accurate and less tiring to use than a comparably priced joystick, with rapid and precise counter inputs of the kind needed to put accurate fire on target while staying evasive in FA Off being well suited to mouse control. However, a mouse is not at all mandatory for FA Off control or PvP. There have been plenty of PvPers who have done well with HOTAS and a few that are (somehow) competitive with gamepads.

A keyboard is not even advantageous for PvP, unless one is comparing to controls that fall below a modest number of inputs. The game is pretty complex relative to the number of inputs on most pads, but people still manage here. A HOTAS has no such limitations.

KBM, overall, is very well balanced, IMO. You get two extremely accurate analog axes and all the binary inputs you could want, but lack some critical analog axes, unless you supplement KBM with other inputs. Mouse + throttle (with an analog thumbstick) and rudder pedals is probably the ideal control combination, if one is willing to put the effort in.

If there is one area FDev have consistently done well in, it's balancing the viable inputs against each other. Some setups have advantages in one area or another, but I cannot imagine a system that would satisfy those who think relative mouse is somekind of insurmountable edge, without going too far in the opposite direction and making mouse control clearly inferior to sticks.
 
a pen and a keyboard you can basicaly get the same results but comparing the two is something ya jus dont do as they are vastly different in acomplishing an aim
practice and human adaptabillity will have you master both given time to practice same with a mouse or stick or pad
admittingly took me a long while to adapt to the tiny movments on a pad thumbsticks regressing from an hotas desk enviroment to a leather recliner and voice control with track ir fa looking around............. (must of been a bit of a shocker for some heculies pilots to switch from conventional flight yoke to thumbsticks)

(you need thumbsticks for a tic tac;) the opersite lock requirements are rather vexing for timegrid point plotting with a stick or mouse i find and i like to have the outward looking hull transaracy at 60%simulated else i get sick turning off nukes is the modern equivertlant of knock down ginger soz we wont do it again lol as "don't panic"s wise words have yet to be fully absorbed)
tictac.jpg


they wont change the input method that i am pretty confident on so adapt to either or both devices and call it day
 
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Have you ever tried both? If so, you should be very aware of the differences. A mouse with faoff just works and handles well, being a pleasure to use, taking full advantage of faoff with little to no training, especially in combat where the ships simply follows you. A stick behaves very differently and requires actual training, it's like a mouse with no 'relative mouse position', it is this setting that does all the magic.
Just to clarify: I use both, choosing mouse for pvp.
Either you have a really loose stick that doesn't zero itself when there's no pressure, or you're constantly holding it away from centre instead of making small inputs.
 
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