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ARMS Control Schemes

Zedark

Member
Are you stupid ?

This is a Switch. You're supposed to be able to play it the way you want, including handled mode, or pro controller, or even a single joycon with a friend on the go.

You fanboys simpletons are killing me.

Classy reply, mate.

You're supposed to be able to play it the way you want, including handled mode, or pro controller, or even a single joycon with a friend on the go.
While I do agree that they should support as many control modes as possible, and ARMS should support all even if they aren't all equally good, some games are simply not viable (basically any game with camera and movement control necessary at the same time), and it's perfectly fine not to support a control setup if it really doesn't gel with the gameplay design of the game. No one should expect single joy-con to be supported in every single game, though handheld and grip/pro controller should always be supported (with only very few exceptions like smartphone ports).
 

Totakeke

Member
Can you initiate punches at different angles? Or are you only changing the direction of the punch once it has began in a straight direction.
This is tough to explain. To curve your punch, you twist your hand holding the Joy-Con as you punch it forwards. So you don't really punch at different angles, but you change the trajectory of your punch so it curves in the air. But you don't control the punch when it's flying through the air, only the initiation. Just think of it as if your fist really was connected to a spring-loaded arm.
I hope that makes sense. It's tough to explain in words without just showing you.

How well do the traditional controls hold up?
Traditional controls are fine. Worst part of them is that it's much harder to curve your punches, especially when moving in the opposite direction. Plus to block you click in the analogue stick which is a bit awkward. Motion controls are by far the best way to play, but still fun to play with traditional controls if you're on the move or playing with friends.
As you punch (with the shoulder buttons) you quickly direct the left analogue stick. So as you can imagine, it interrupts your movement.
For beginners, they'll probably be slightly better with traditional buttons as they're easier to pick up. But if we're talking about two experienced players of Arms, then I'd expect the player with the motion controls to have a significant advantage.

https://www.reddit.com/r/ARMS/comments/6c6e2q/i_previewed_arms_for_stufftv_please_ask_me_any/
 

Metal B

Member
Are you stupid ?

This is a Switch. You're supposed to be able to play it the way you want, including handled mode, or pro controller, or even a single joycon with a friend on the go.

You fanboys simpletons are killing me.
First you have a terrible attitude.
Second it would be a waste to limit the imaginability of new creative gameplay ideas, which are possible through the Switch's features, to force all controller-setups on the console. Besides motion-control, i hope for games with touch-controls, holding the screen sideways or other interesting ideas. The control schemes for ARMS are not optimal, but there more of an extra-feature (still having an option to change the buttons would not hurt).
 
If I play this, no way it's gonna be with motion controls. Good on them for not forcing it.

May I ask why? The game is clearly designed around a specific use of the Joy-Cons, and the conventional controller options are somewhat of an afterthought. Do you have a handicap perhaps?

The motion controls is in large part what excites me about the gameplay of ARMS.
 
Nintendo is generally pretty good at control layouts, so until further notice I'm willing to assume there's a reason the controls are mapped as they are.

The game was pretty clearly designed around motion controls anyway.
 

Roo

Member
Hope they fix this before launch because the controls look stupidly uncomfortable.

Also, it's really a shame they didn't even add simple motion controls to the standard ones.
Slightly tilting your controller up for guard is 1000x times better than pressing the left stick.
 
No idea why the left trigger isn't used in any of them. Would make for a good block button over pushing the analog in. If anything, pushing the stick in should be the Rush button.

On the bright side, Nintendo has shown with Mario Kart 8, Splatoon, and BOTW that they listen to requests if reasonable with patches and customizable controls are a must for games like this.

Need to see how gyro works on aiming but I remember some of the ARMS track automatically and others auto-curve. That might be a good alternative. This demo is going to be very significant to the game's future.
 

Neoxon

Junior Member
Hopefully we can customize these controls, since I'm not too big on having the left stick press be guard. But given that it's the Mario Kart 8 team behind this game (& they've yet to give us that option in MK8D), I'm not getting my hopes up.

Still excited to play the Testpunch, though.
 

Peltz

Member
I kind of like the control scheme. It looks like movement comes at the expense of being able to guard and curve punches in all control schemes. So enemies are generally "open" when strafing.

I'm not going to waste time with the Gamepad or joycon grip. This game feels made for the joycons.
 

ldar247

Banned
Curve left and right punches with the analogs, punch with triggers, dash and jump with shoulder buttons, gaurd and change targets with L3 and R3 (or face buttons), move with gyro. Why didn't they just do it like this? You get the exact same moveset you would from the wiimote style joycon setup except it's way more conformable because you don't have to be constantly extending your arms to attack. And if you have a problem with the gyro movement part, it's the exact same thing you'd be doing in split joycon mode.
 

B00TE

Member
These controls do seem odd. Gonna hope for the option to remap them. I'm gonna be playing with the motion controls, but I'd like the controller options to not suck if I wanna play it on the go.
 

cireza

Member
Pro Controller config looks awful. Not buying if it stays like this.

Shoulder buttons are barely used. Guard by clicking a stick ? Most awful decision ever. Especially the stick that is used to move the character.

Grab would be easier if it was on Y + B rather than B + A.
 
Okay why does the full controllers use the same amount of buttons as a single joycon? It's like they made a control scheme for the joycon and called it a day and just mapped it almost completely the same to the full controllers. Come the fuck on nintnedo.
 

zenspider

Member
Knowing Nintendo the reasoning is probably that players on Joycons or motions controls dont just get destroyed by player on Pro Controllers ....lol.

Judging by Splatoon, that seems highly unlikely. Motion control users will be able to curve both ARMS independently in transit, for example.
 

ldar247

Banned
Judging by Splatoon, that seems highly unlikely. Motion control users will be able to curve both ARMS independently in transit, for example.

The analog aiming felt horrible in splatoon compared to other console shooters, jittery as fuck and the vertical axis was more sensitive than the horizontal one. If anything that proves his point. They gimped the non-gyro controls to make gyro seem better.
 
The vehemence with which some of you are anti-motion control is stunning. Unless folks have a physical disability impeding their ability to play, the level of intransigence is ridiculous.

Motion controls are the ideal way to play. The game was developed with them in mind. Have there been any significant reports that they don't work well? Why are people so unwilling to give them a chance? Is this all prejudice built from the Wii waggle era?

The analog aiming felt horrible in splatoon compared to other console shooters, jittery as fuck and the vertical axis was more sensitive than the horizontal one. If anything that proves his point. They gimped the non-gyro controls to make gyro seem better.

I see things have gone full on nonsense now.
 

Totakeke

Member
Another report with the shoulder buttons being used for punching. I wonder why that would be the default option in previews when these tweets are likely showing controls from the menu. You can see the "back button".

Well, he didn't really use a single joycon while using traditional controls. I assume the unlisted ZL and ZR are used for punches when using dual joycons in a non-motion setup and the pro controller.
 

Neoxon

Junior Member
The vehemence with which some of you are anti-motion control is stunning. Unless folks have a physical disability impeding their ability to play, the level of intransigence is ridiculous.

Motion controls are the ideal way to play. The game was developed with them in mind. Have there been any significant reports that they don't work well? Why are people so unwilling to give them a chance? Is this all prejudice built from the Wii waggle era?



I see things have gone full on nonsense now.
At the same time, I could see the non-motion controls not being the best holding ARMS back as a potential esport, especially with the issue of having a ton of Bluetooth controllers at a tournament venue.
 
Someone who played at the recent preview mentioned that you actually cannot curve your punch after thrown. The curving is only done at initiation. If that is true, that means you cannot simultaneously move and curve your punches at the same time anyway.

From the demo event I played in February, this is false. I think it depends on the arm you are using, though, as certain ones (like the Boomerang) feel noticeably more flexible mid-punch than others. We'll know for sure in a few days, anyway.

I've only ever considered playing this game with motion controls as that is what sold me on the title in the first place, but the one aspect where it may be a bit cumbersome compared to the non-motion schemes is character movement. Tilting the sticks to move was difficult to get used to and felt slow, to the point that I found myself wishing for a hybrid dual Joy-Con scheme with stick movement and full motion punching. But it may just take practice, and perhaps the game is balanced such that movement doesn't matter nearly as much as the punch/guard/throw interaction.

I'll probably try the non-motion scheme just to get a handle on it, but my sense is that if I'm in a public place where I can't flail my arms, I'd rather play a different game entirely.

It will be interesting to see if there is a visible tell that your opponent is using a non-motion control scheme (from carefully observing the movement and the punches), and whether a distinctive counter that punishes it emerges in the metagame.
 

DMONKUMA

Junior Member
Definitely hoping we can customize controls. I have no problem with motion controls I just want to be able to play in handheld mode well.
 

atr0cious

Member
The analog aiming felt horrible in splatoon compared to other console shooters, jittery as fuck and the vertical axis was more sensitive than the horizontal one. If anything that proves his point. They gimped the non-gyro controls to make gyro seem better.
What you noticed is Splatoon just doesn't have any auto aim smoothing like the other shooters do for consoles, so you're getting the raw input. Makes the motion controls more accurate, but analog sticks were never known for their accuracy.
 

Totakeke

Member
From the demo event I played in February, this is false. I think it depends on the arm you are using, though, as certain ones (like the Boomerang) feel noticeably more flexible mid-punch than others. We'll know for sure in a few days, anyway.

Yeah we'll see for ourselves soon enough, but I think it makes a lot more sense if you cannot curve your punch after it has been thrown.

Even with motion controls, you cannot move and attack at the same time, because movement requires both joycons to be tilted in the same direction. This means that if you can curve your punch after it is thrown, you cannot move at the same time. If you can move immediately after throwing your punch, then it means your punch can no longer be controlled. I doubt you can simultaneously move and punch at the same time because that means you cannot move right while curving your punches left, or your punches will always also curve right when you're moving right, so something has to give.

Assuming that's true, the disparity between motion controls and the non-motion controls isn't that big anyway. To do a left punch rightwards and a right punch leftwards on non-motion controls, you just tilt right on the analog stick and press left punch, then quickly tilt the analog stick left and press the right punch. After you're done you're back to moving. It's pretty similar to how it would work with motion controls except maybe with motion controls you can do the two punches much more simultaneously.
 

ldar247

Banned
What you noticed is Splatoon just doesn't have any auto aim smoothing like the other shooters do for consoles, so you're getting the raw input. Makes the motion controls more accurate, but analog sticks were never known for their accuracy.

Utter bullshit. The auto aim has nothing to with the fucked up sensitivity on the different axis'. The game just had bad controls period.
 
By the way, if anyone is thinking that a button-based control scheme might have an advantage in terms of sheer speed, I wouldn't worry: the travel distance and animation times are long enough on the punches that you really can't button-mash your way through this game. When I played it at a preview event I found that even with motion punching my attempted inputs were too quick, and that it was more important to time one's attacks and blocks precisely. If there are any cancelling techniques I haven't seen them yet.
 
The vehemence with which some of you are anti-motion control is stunning. Unless folks have a physical disability impeding their ability to play, the level of intransigence is ridiculous.

Motion controls are the ideal way to play. The game was developed with them in mind. Have there been any significant reports that they don't work well? Why are people so unwilling to give them a chance? Is this all prejudice built from the Wii waggle era?



I see things have gone full on nonsense now.

First of all, great usage of intransigence in a sentence.
Second, I am willing to give motion controls a chance, but some people just don't want to use them. I don't see it as a big deal. A lot of GAFers bought the Pro controller as that is the only controller they want to use. It was an expensive investment and they want it to be put to good use in their Switch games.
 

Totakeke

Member
By the way, if anyone is thinking that a button-based control scheme might have an advantage in terms of sheer speed, I wouldn't worry: the travel distance and animation times are long enough on the punches that you really can't button-mash your way through this game. When I played it at a preview event I found that even with motion punching my attempted inputs were too quick, and that it was more important to time one's attacks and blocks precisely. If there are any cancelling techniques I haven't seen them yet.

Not really what you're talking about, but I believe you can cancel anything into your super.
 

atr0cious

Member
Utter bullshit. The auto aim has nothing to with the fucked up sensitivity on the different axis'. The game just had bad controls period.
No it's true. Sorry you're just used to other games, but it doesn't make your claim true. They do have different sensitivities between horizonal and vertical, but the "jitter" has nothing to do with that.
 
First of all, great usage of intransigence in a sentence.
Second, I am willing to give motion controls a chance, but some people just don't want to use them. I don't see it as a big deal. A lot of GAFers bought the Pro controller as that is the only controller they want to use. It was an expensive investment and they want it to be put to good use in their Switch games.

They also had a pair of Joy-Con controllers out of the box. So, they will deal.
 
Even with motion controls, you cannot move and attack at the same time, because movement requires both joycons to be tilted in the same direction. This means that if you can curve your punch after it is thrown, you cannot move at the same time. If you can move immediately after throwing your punch, then it means your punch can no longer be controlled. I doubt you can simultaneously move and punch at the same time because that means you cannot move right while curving your punches left, or your punches will always also curve right when you're moving right, so something has to give.

A whole bunch of actions in this game err on the side of locking down character movement, though.

Thinking about the guard function, for instance, while I can't stand clickable sticks myself (they're just an open invitation to accidental inputs) I can see why guarding is mapped there and not to a shoulder/trigger. It's deliberately to lock down movement while you're guarding, which maintains parity with the motion scheme where you tilt the controllers inward. The alternative would be to map the guard to the shoulder/trigger with the result of a temporarily non-responsive left stick, which would likely frustrate players even more.

I haven't been following the latest round of previews but I wouldn't be surprised at all if you couldn't move mid-punch regardless of which control scheme you are using. The fancy, nimble plays we've seen in videos all seem to involve a move/jump input first and a punch/grab input second. There was a comment earlier in this thread that curving punches with the non-motion scheme uses the left stick, lending credence to the idea that punch/grab/block forces you to stand in place.
 

Totakeke

Member
A whole bunch of actions in this game err on the side of locking down character movement, though.

Thinking about the guard function, for instance, while I can't stand clickable sticks myself (they're just an open invitation to accidental inputs) I can see why guarding is mapped there and not to a shoulder/trigger. It's deliberately to lock down movement while you're guarding, which maintains parity with the motion scheme where you tilt the controllers inward. The alternative would be to map the guard to the shoulder/trigger with the result of a temporarily non-responsive left stick, which would likely frustrate players even more.

I haven't been following the latest round of previews but I wouldn't be surprised at all if you couldn't move mid-punch regardless of which control scheme you are using. The fancy, nimble plays we've seen in videos all seem to involve a move/jump input first and a punch/grab input second.

Hm? I agree with your observation of the guard button, but I'm not sure if you're trying to refute my points.

And yes, it may appear to people that you can simultaneously move and punch, but often it is being masked due to punches being thrown in the middle of the jumps or dashes which frees up your controls.
 
Hm? I agree with your observation of the guard button, but I'm not sure if you're trying to refute my points.

And yes, it may appear to people that you can simultaneously move and punch, but often it is being masked due to punches being thrown in the middle of the jumps or dashes which frees up your controls.

All I'm saying is that yes, as you pointed out, there had to be a design decision that chose one of the following at the exclusion of the other: (a) you can move during a punch, or (b) you can curve your punch after throwing it. And the answer they went with is (b).
 

Totakeke

Member
All I'm saying is that yes, as you pointed out, there had to be a design decision that chose one of the following at the exclusion of the other: (a) you can move during a punch, or (b) you can curve your punch after throwing it. And the answer they went with is (b).

Well take Helix's Phalanx for example. It's extended out for a very long time. How do you separate your movement controls from your controls controlling it? We know that you are able to move when it's out.
 

OryoN

Member
Keeping the button scheme as silimar as possible would be an obvious design decision. While it sucks that the pro controller may feel a bit gimped, it's nothing that can't be adjusted to over time. Having significantly different button schemes - on a console that's this versatile - creates the more annoying case of constant accidental input(muscle memory mistakes/mental juggling, etc) because of the disparity between layouts. That's a far worse, IMO.

What this console needs is OS level controller configuration. I can't believe this isn't a standard since GameCube era.
 

Coda

Member
The Pro Controller setup seems all kinds of wrong, hoping we can map controls differently. Y and B should be the punch buttons, not A and B because it's easier to press Y and B together with your whole thumb for a grab rather than trying to curve your hand in a weird way to press A and B together. Just my two cents on the matter, coming from a fighting game aficionado. :)
 

killroy87

Member
I'm gonna have to try this out this weekend to see how it plays. I simply won't be using motion controls that often , so if this doesn't play well with a pro controller, it's a no buy for me.
 

molnizzle

Member
They also had a pair of Joy-Con controllers out of the box. So, they will deal.

No, they'll pass on the game.

Fuck any game that forces me to use motion controls when there are more than enough inputs on the Pro controller to handle everything.

I'm gonna have to try this out this weekend to see how it plays. I simply won't be using motion controls that often , so if this doesn't play well with a pro controller, it's a no buy for me.

Same.
 

Metal B

Member
I think, the developers should also include a mixed controls-setup, where you move your character through tilting the controller. This would open up the controller-stick to change the direction for the punches exclusive (or even use both sticks for each arm). L+R are for punching, you block by tilting the controller to your body and Jump, Change Target, Dash and Rush are on the four face-buttons.

I think, this control scheme would actually be very portable friendly.
 

Coda

Member
Are people still thinking that the block command on the Pro Controller is a left stick click? I see that down arrow meaning that you just hold down on the left stick to block, I could be wrong though.
 

Metal B

Member
Are people still thinking that the block command on the Pro Controller is a left stick click? I see that down arrow meaning that you just hold down on the left stick to block, I could be wrong though.
People, who already played the game, conformed, that you need to click.
 

Totakeke

Member
Are people still thinking that the block command on the Pro Controller is a left stick click? I see that down arrow meaning that you just hold down on the left stick to block, I could be wrong though.

I guess that's the same thing? Yeah you click down on the analog stick to block and you hold it for as long you want to block. You can't move while blocking so it's not like someone would have to hold it down while moving around.

Edit: Oh, you mean tilt down, that's not true.
 
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