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It's F to display the upgrade UI whilst connected to the spider.
IMO, it felt intuitive after a couple of runs and I never once needed to check the keybindings or control settings.
Why have the same action be bound to two keys?
It just messes it up for no gain. Get rid of it, end of story.
Not every misdesign has to be defended.
If E is used to embark on the spider, E should also be used to disembark from it (or better yet, they shouldn't be mutually exclusive and the player should be given the option to rebind the keys this way).
Similarly, if pressing F brings up the upgrades menu, pressing F again should make it go away.
Speaking of the upgrades menu, at the moment in order to get to it you need to walk all the way back to the cockpit, press E to embark the ship, then press F to open it.
I can understand the logic behind wanting the character to be on the spider to get upgrades. But this is just pretty cumbersome if you're just dropping some resources (which are collected by simply passing next to the spider) and want to get a quick upgrade.
It would be much more streamlined if the player could just press F around the spider without embarking on it to show the menu.
Regarding the weapon swap controls, in the demo the most relevant keyboard controls the player has during a fight are '1' for shooting a homing missile and X/Z for swapping weapons (R, W, S, and Q are still available, but they're not very useful during fights). Thus, in the common layout the keys used the most in a fight are located at the top and bottom rows of the keyboard. This does not make much sense.
Main two complaints so far:
1) When switching between sucking and drilling, don't make me fully release the control before switching. e.g. If I'm drilling with RT, press LT to start sucking, then release RT, nothing happens even though I'm holding LT. It needs to be released and pressed again. Fix this to make toggling between them smoother.
2) The 'abilities' need to be scrolled through. e.g. RB to Fire a rocket, down arrow to select dash, RB to dash, down arrow to use the other dash, RB to dash, rocket ready again, up up RB to rocket. It's annoying. Most of the buttons on the gamepad aren't used as far as I can tell so far, please map them to individual buttons. Even a radial menu on button hold would be better.
It's left and right.
Q, to the left, goes from the mine left into the Spider.
E, to the right, goes from the Spider into the mine.
haven't picked up the game yet (still eyeing the reports on controls), but that sounds like they're making the common mistake of reading the triggers as a single axis, where one trigger is one half, the other trigger is the other half. the end result is that it is actually impossible to detect the two presses simultaneously. this is obviously problematic, but a lot of games seem to end up doing it anyway for baffling reasons.
Large text labels at the bottom of the screen, E to disconnect from the spider, but R to "Exit" the mine? To me "disconnecting" from the wall makes more sense, just like "exiting" the vehicle, so my eyes quickly glance at the controls, see the associated word, and keeps making the same mistakes.
The sheer number of mistakes I'm making for an extremely basic control scheme (there are only like 4 things I can actually do) definitely indicates that it's been setup poorly.
This feels like they just mapped controller buttons to random keys
50% of the times I leave the mine instead of disconnecting from the spider because I can't remember whether it was Q, E or R. At least join Q and E in the same binding, there's no reason as far as I can see for them to be different inputs.
We are fixing that. This option will be available soon :)