If someone else has already made a similar thread, I would appreciate direction to it.
After a significant amount of lurking, I've been unable to find any threads detailing the ups and downs of different controller types. I think it's time to fix that. I would appreciate it greatly if anyone would chime in with revisions, additions, or even just discussion.
So, without further ado, here it is.
Let's start with the standard mouse/keyboard setup. This is by far the most common combination of input devices used for PC gaming, and for good reason.
Pros:
-Even a below-average optical or laser mouse is very accurate, even more so compared to almost any other input device.
-Assuming you're not buying the cheapest mouse you can find, you're guaranteed at least five buttons (left/right click, middle click, scroll up/down).
-Freelook.
-Using a standard keyboard allows for easy transitioning between piloting and communication.
-Using a standard keyboard will allow you to map every single control and then some.
Cons:
-Highly unimmersive (not unimpressive. unimmersive).
-It is relatively easy to misposition one's hand on the keyboard due to the general uniformity of the surface (for example, putting one's fingers on Q Capslock A S instead of W A S D).
-If you aren't adequately practiced with a control scheme, key hunting can be an issue.
-Pitch, twist, turn, throttle. Two axes. see where this is going?
-No triggers.
The next most common device, I believe, is a gamepad. An xbox360 or ps3 controller is a prime example.
Pros:
-Enough axes for throttle, turn, twist, and pitch.
-Fairly high number of buttons allows for most commonly used controls to be mapped on the gamepad.
-(sixaxis only) Using MotionInJoy allows tilting the controller to be used as an axis.
-For many people, more comfortable than M+KB.
-Triggers. Enough said.
Cons:
-For the vast majority, sticks are simply less precise than mice for fine aiming.
-Need to switch to a keyboard if text communication is desired.
-No freelook.
-Not all necessary controls can be mapped to the gamepad.
-Relatively unimmersive.
-Less output range than a mouse (it's either turn speed or accuracy. there is no middle ground).
Here's the one every mechwarrior should have used at least once.
Joystick+KB
Pros:
-Some degree of immersion.
-In most cases, a significant number of buttons are readily accessible by the thumb (especially if we count all the directions on a POV hat. On a Logitech Wingman Extreme Digital 3D (a nearly-outdated, mid-range joystick), there are a total of twelve buttons that the thumb can easily reach).
-Any decent joystick will have three or, more commonly, four axes.
-Placement of axes is fairly intuitive when used for mech piloting (twist and throttle, in particular).
-Usually fairly comfortable.
-Triggers. Enough said.
Cons:
-Still almost universally less accurate than a mouse.
-Less output range than a mouse.
-No freelook.
-Older joysticks (like the aforementioned wingman) may have centering issues.
Here's the one that I personally wish was mandatory.
Twin joysticks
Pros:
-Immersive.
-Depending on the model of the joystick(s), four to six axes will be readily available.
-Most, if not all, controls can be mapped to the joysticks.
-If positioned well, very comfortable.
-Leg and torso control on different hands.
-Not one, but TWO triggers!
Cons:
-As is with all things of its nature, less accurate than a mouse.
-Again, lower output range than a mouse.
-Need to transition to a keyboard if text communication is desired.
-Many new joysticks are not available with an ambidextrous grip.
-No freelook.
Here's the other one I wish was was mandatory.
HOTAS + Pedals
Pros:
-Highly immersive.
-Three separate sets of axes for three different types of movement (throttle, turning, and aim).
-High number of buttons available between joystick and throttle may eliminate need for keyboard controls.
-Probably the most intuitive control system as far as axis placement goes.
-Trigger = awesome.
-Throttle = awesome.
-Pedals = awesome.
Cons:
-Betcha can't guess what device is more accurate than this.
-Need to transition to a keyboard if text communication is desired.
-Yet again, lower output range than a mouse.
-No freelook.
Okay, now we're just getting silly.
KB+(Modified)KB*+Joystick+Nintendo 64 controller+Mouse
Pros:
-Five, count them, FIVE seperate input devices!
-Buttons, buttons everywhere.
-Total of six axes between N64 controller and joystick.
-Mouse allows for precision aiming.
-Joystick allows for consistent aiming while maneuvering.
-Modified KB uses isolated groups of keys to control related functions.
-Four, count them, FOUR triggers!
-Standard keyboard allows for text communication.
-8 axes total, counting the mouse.
Cons:
-What is this 'immersion' you speak of?
-Not enough desk space for both keyboards to be accessible at the same time.
-N64 controller is really, really impractical. And silly.
-This is actually my current setup. Why, you ask? Because shiggles.
-Entire control scheme is far too silly.
*
![Posted Image](http://i.imgur.com/oy51J3n.jpg)
Well, there are my thoughts, anyway.
If there are any grammatical errors, I apologize. I started typing this at some ungodly hour in the morning. I'm not quite sure when due to the fact that I keep my taskbar hidden and I'm too lazy to sit up so I can reach my mouse to check.
So yeah. There's my two cents.
Pretty much any form of response would be appreciated. Revisions, additions, questions, discussions, corrections, reactions...whatever.
...oh, and here's to my first forum post.
*holds up a glass of wine*