Modernized Controller Bindings Wishlist

This is a controller controls wishlist to make everything feel more consistent and intuitive. It uses a few context buttons to add inputs in ways that allow for many bindings without becoming clunky, while also aligning more with both classic and modern shooter controls. It also re-works less-used or wasteful button bindings.

NOTES:

-Switch member should be an option from in the map menu, streamlining the interface so that multiple bindings are not taken up by such a specific action.

-Grenade binding should switch to grenade, LT should aim it, RT (HOLD) should pull the pin, and RT (RELEASE) should throw it. Automatically throwing on pulling it out is clunky and does not allow for fine tuning aim, cooking, or canceling the throw.

-Change view should be an option in the menu - dedicating a button to this is wasteful when bindings are limited

-Clearing a binding should be an option available to us. I cannot set a bindings list similar to this currently because I cannot unbind lean/switch view.

-Allowing us to set the deadzone to 0 would be very nice. Since the game uses axial deadzones, even with them minimal (1%), it adds pull in the vertical and horizontal direction. If radial is not going to be an option, allowing us to remove the deadzone entirely would be desired.

BINDINGS:

LT - Aim Down Sights

LT + RS Click - Lean Right

LT + LS Click - Lean Left

LT + Dpad Up - Zeroing Up

LT + Dpad Down - Zeroing Down

RT - Fire Weapon

LS Click - Sprint

RS Click - Melee

LB - Hold Breath (Tab Left)

RB - Orders/Communications (Tab Right)

Start - Pause Menu

Back - Fire Mode Selection

X - Interact/Reload

B - Crouch/Prone

Y - Map/Switch Member

A - Jump/Vault

Dpad Up - Primary Weapon

Dpad Down - Secondary Weapon

Dpad Right - Grenades

Dpad Left - Bandages/Equipment

reddit.com
u/Old-Tangerine-4920 — 15 days ago

AI SETTINGS FOR A CASUAL EXPERIENCE (UPDATED - 5TH ITERATION)

Updated:

- returned old perception values, seemed more consistent and fun -

- more consistent mid-long range suppression with much less unfair one-taps -

- VERY slightly lowered close-range accuracy -

DEVS HAVE STATED AI TWEAKS ARE COMING - THIS PROVIDES A CURRENT SOLUTION FOR MORE CASUAL PLAYERS TO ENJOY THE GAME IN THE MEANTIME

This is my 5th iteration of a baseline AI Difficulty for a more casual experience. It allows me to complete PVE in Lone Wolf mode around 85 percent of the time (if I play smart and don't commit poetate). If this is too forgiving, adjust as needed! It is set forgiving enough to allow the chance to respond in most engagements - even up close. This should even allow operators - who...ahem...*accidentally* drank their rum-ration pre-mission - to have a fair fighting chance!

*BE SURE TO SELECT "CUSTOM" AI DIFFICULTY BEFORE SELECTING MISSION IN ORDER TO EXPERIENCE THESE SETTINGS*

To find AISettings.ini, proceed to the folder on your pc in the location below - and be sure you have Hidden Files and Folders set to visible in the folder properties, or AppData will not be visible:

C:\Users\(YOUR PROFILE)\AppData\Local\GroundBranch\Saved\Config\WindowsNoEditor\AISettings.ini

Copy the below text and paste in AISettings.ini, then save the file:

[/script/tacticalai.tacticalaiconfig]

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Sight", Attack=2.0, Decay=0.5, Sustain=1.0, Release=5.0, MaximumAmplitude=115.0)

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Hearing", Attack=1.0, Decay=0.5, Sustain=1.0, Release=3.0, MaximumAmplitude=100.0)

+PerceptionADSR=(SenseClass="/Script/TacticalAI.AISense_IncomingFire", Attack=1.2, Decay=0.5, Sustain=1.0, Release=2.0, MaximumAmplitude=150.0)

TacticalSenseActivationThreshold=86.0

TacticalSenseActivationDecayRate=20.0

TacticalSenseActivationMax=200.0

[SkillLevel@Custom]

ReactionTimeBase=0.45

ReactionTimeRandom=0.55

MaxTurnRate=190.0

PitchRate=190.0

MaxSprintTurnRate=50.0

LeanChance=0.2

OnTargetThreshold=0.20

MaxDistanceDeviation=145.0

AimErrorUpdateInterval=1.75

InitialMissTargetThreshold=25.0

RecoilCompensationSkill=0.4

DeliberateMissTime=2.5

DeliberateMissBlendOutTime=4.0

DeliberateMissDistanceThreshold=30.5

MinDelayBetweenBursts=1.0

MaxDelayBetweenBursts=2.0

MinSemiAutoBurst=1

MaxSemiAutoBurst=3

MaxTimeOnTarget=8.0

MaxTimeDeviation=8.0

SuppressionRecoveryRate=0.13

TracerFrequency=0.5

MuzzleFlashProbability=1.0

reddit.com
u/Old-Tangerine-4920 — 19 days ago

WHO DESIGNED THIS????

Whoever in the art/environment team was in charge of the number of alcohol bottles in this house on the Creek map, WHY???

You guys did these poor dudes so dirty. They aren't just terries, these terries are DRUNK AF! XD

steamcommunity.com
u/Old-Tangerine-4920 — 25 days ago

AI DIFFICULTY FOR A CASUAL EXPERIENCE

FIRST UPDATE:

-Increased AI Turn Speed

-Greatly Increased AI Accuracy at Distance (Old Value was Straight-Up Busted)

-Slightly lowered AI Accuracy at Close-Medium Range

-Tweaked AI Perception for More Realistic Visual Spotting at Distance

-Slightly Slowed AI Reaction Time based on Real-World Values for Untrained Soldiers

DEVS HAVE STATED AI TWEAKS ARE COMING - THIS PROVIDES A CURRENT SOLUTION TO ENJOY THE GAME IN THE MEANTIME

This is my 2nd iteration of a baseline AI Difficulty for a more casual experience. It is set a bit forgiving to allow the chance to respond in most engagements - even up close. I have learned through experimentation and looking things up that some of my previous numbers were a bit...interesting. I have fixed the ones I figured out.

It allows me to complete PVE in Lone Wolf mode around 85 percent of the time (if I play smart and don't commit poetate). If this is too forgiving, adjust as needed!

*BE SURE TO SELECT "CUSTOM" AI DIFFICULTY BEFORE SELECTING MISSION IN ORDER TO EXPERIENCE THESE SETTINGS*

To find AISettings.ini, proceed to the folder on your pc in the location below - and be sure you have Hidden Files and Folders set to visible in the folder properties, or AppData will not be visible:

C:\Users\(YOUR PROFILE)\AppData\Local\GroundBranch\Saved\Config\WindowsNoEditor\AISettings.ini

Copy the below text and paste in AISettings.ini, then save the file:

[/script/tacticalai.tacticalaiconfig]

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Sight", Attack=1.75, Decay=0.5, Sustain=1.0, Release=5.0, MaximumAmplitude=115.0)

+PerceptionADSR=(SenseClass="/Script/AIModule.AISense_Hearing", Attack=0.8, Decay=0.5, Sustain=1.0, Release=3.0, MaximumAmplitude=100.0)

+PerceptionADSR=(SenseClass="/Script/TacticalAI.AISense_IncomingFire", Attack=0.3, Decay=0.5, Sustain=1.0, Release=2.0, MaximumAmplitude=150.0)

TacticalSenseActivationThreshold=86.0

TacticalSenseActivationDecayRate=20.0

TacticalSenseActivationMax=200.0

[SkillLevel@Custom]

ReactionTimeBase=0.250000

ReactionTimeRandom=0.150000

MaxTurnRate=200.000000

PitchRate=100.000000

MaxSprintTurnRate=50.000000

LeanChance=0.750000

OnTargetThreshold=0.4900000

MaxDistanceDeviation=75.000000

AimErrorUpdateInterval=1.750000

RecoilCompensationSkill=0.500000

DeliberateMissTime=3.000000

DeliberateMissBlendOutTime=4.000000

DeliberateMissDistanceThreshold=0.000000

MinFullAutoBurst=4

MaxFullAutoBurst=8

MinDelayBetweenBursts=1.500000

MaxDelayBetweenBursts=4.000000

MinSemiAutoBurst=1

MaxSemiAutoBurst=3

HearingRange=5000.000000

NoiseThreshold=0.400000

MaxTimeOnTarget=8.000000

MaxTimeDeviation=8.000000

SuppressionRecoveryRate=0.008000

reddit.com
u/Old-Tangerine-4920 — 27 days ago
▲ 12 r/tacticalshooters+2 crossposts

Xbox and Potentially Steam Controller Holy Grail Profile

I have nearly perfected the Xbox controller support for Ground Branch. I also believe I know how to get it working with the Steam controller. The only major remaining bug is the Secondary Weapon switching bug, and it has been reported to the devs. You can unbind that one if you'd like to use a different binding for switching to secondary, or simply wait until it is fixed.

If you're using a Steam controller, in the steam controller settings, set it to function as an xbox controller, but with no community layout. Then, copy my Input.ini text into your Input.ini and save it, then start up the game. If you're using an xbox controller, it should be as simple as copying my Input.ini text into yours and saving it. Just make sure you have steam controller settings disabled.

The binding list is here, but rather than taking 15 minutes to copy individual bindings, copying the Input.ini file will get you the same results (the sensitivity settings are worth checking out though):

https://steamcommunity.com/app/16900/discussions/0/580551263528223962/

The real star of the show is the Input.ini. Save a copy of yours before proceeding if you want to be able to revert to what you had. Where to find it and how to copy mine is here:

https://steamcommunity.com/app/16900/discussions/0/580551263528245302/

Please try it out, and let me know if it works for you and any tweaks that you think may work better. The secondary weapon bug hits every time you attempt to lower your stance (B + Dpad Down) - it causes you to pull out your secondary - and there's no way around it other than rebinding for now.

If you're curious about the Secondary Weapon bug, here's my understanding of the likely cause:
https://steamcommunity.com/app/16900/discussions/1/580551263528283485/

This profile solves:
Start button not opening pause menu
Tablet binding not working (Y + Dpad Left)
Drop Item binding not working (Y + Dpad Down)
Raise/Lower Weapon not working (B + Dpad Right/Left)
Increase/Decrease Scope Zoom (LT + Dpad Up/Down)
Lean (LT + Left Stick/Right Stick Click)
Freelook (Right Bumper)
...and much more!

Happy gaming!

u/Old-Tangerine-4920 — 4 days ago

Subway Bomb Defusal (Can't Be Diffused

https://preview.redd.it/12hazapv14eh1.png?width=2233&format=png&auto=webp&s=89783d22273dded903998e8795fae99f1b221fed

PROBLEM: The wet floor sign blocks the player character from moving into position to diffuse the bomb. This is on the City map in the subway tunnel men's bathroom bomb location. Upon pressing the button to diffuse, the character attempts to slide into position but is blocked by the sign. They get stuck attempting to do this until releasing the button.

SOLUTION: Removing the wet floor sign or rotating the barrel 90 degrees so that it is facing the player would both solve the problem, though removing the sign would probably be ideal and at least give the player some warning if an enemy is coming from around the stall.

reddit.com
u/Old-Tangerine-4920 — 1 month ago

More like 1-point-NO

Do not be fooled by the sale, if you don't want to join sweaty multiplayer LARP groups, GB is gonna suck for you. The bots are terrible, the controller support is incomplete, and the game is on life support.

This is the most disappointed I have ever been in a 1.0 release. 2 prologue missions? This glorified tech demo should have stayed a multiplayer sandbox and maybe there wouldn't be so many disappointed people and broken promises. I bought the game 3 times (twice for friends) and I've never felt more scammed.​

reddit.com
u/Old-Tangerine-4920 — 1 month ago

Axial Deadzones on Controller

Having square (axial) deadzones on controller makes the camera feel very unintuitive. It magnetizes to vertical or horizontal axis instead of allowing smooth movement in any direction. This is a common issue in many games and seems to be the default setting for many game engines due to older consoles/controllers not being able to handle multidirectional input. Round (radial) deadzones fix this issue, along with having the option to tweak the deadzone size.

I would like to see round deadzones (it is a simple engine setting change). This would greatly improve the feel on controller for everyone who wants to play that way - including console players.

I bought the game, but ended up having to refund it, as it is present every time I go to look in any direction. I will gladly repurchase the game if this is fixed.

Thank you for your time!

EDIT: Having dug even deeper, apparently a lot of game engines actively promote axial deadzones to alleviate QA testing issues on cheap controllers - but this sacrifices diagonal camera movement precision for easier QA. Nowadays it is better to go​ with smooth radial deadzones and fine-tune the curve from the start. Unfortunately, it seems a lot of documentation has not caught up to reflect this yet.

reddit.com
u/Old-Tangerine-4920 — 1 month ago

Controller Has Square Deadzones Instead of Round

Having square (axial) deadzones on controller makes the camera feel very unintuitive. It magnetizes to vertical or horizontal axis instead of allowing smooth movement in any direction. This is a common issue in many games and seems to be the default setting for many game engines due to older consoles/controllers not being able to handle multidirectional input. Round (radial) deadzones fix this issue, along with having the option to tweak the deadzone size.

I would like to see round deadzones (it is a simple engine setting change) and ideally an option for an exponential sensitivity curve - which prevents the camera jumping aggressively when lightly turning the stick. These two changes would greatly improve the feel on controller for everyone who wants to play that way.

I played the demo, but this is frustrating enough to keep me from purchasing the game, as it is present every time I go to look in any direction. I will gladly purchase the game if this is fixed.

Thank you for your time!

EDIT: Clarified axial and radial deadzones and the reason engines default to axial.

EDIT II: Having dug even deeper, apparently a lot of game engines actively promote axial deadzones to alleviate QA testing issues on cheap controllers - but this sacrifices diagonal camera movement precision for easier QA. Nowadays it is better to go​ with smooth radial deadzones and fine-tune the curve from the start. Unfortunately, it seems a lot of documentation has not caught up to reflect this yet.

reddit.com
u/Old-Tangerine-4920 — 1 month ago
▲ 11 r/ss14

Unicorn MRP Server (Seems Not to Exist) - 18+, No ERP, No ID Verification/Discord Requirement

As an adult who has been recently enjoying SS14, likes to make adult jokes, but does not want to get involved in ERP, and does not feel comfortable giving my personal information to Discord (especially since the buyout and increase in ads), it is a real bummer that I seem to only be able to pick 2 out of these 3 options at any given time. Has anyone found a server that ticks all these boxes, or is it (as it seems based on searching) basically impossible? Thankfully, some servers allow MRP accounts without Discord authorization currently, but the hub launchers are starting to indicate that it may be required in the future.

Before you say "how else can we verify age", parents. Parents should be verifying age. Them being irresponsible is no defense for the extinction of online privacy. Parents have always been responsible for what they allow their children to play. If they buy GTA 5 for little Timmy and he overhears adults making adult jokes in chat (or gets a lap-dance from Destiny at the Purple Butterfly), that's 100% on the parents, not Rockstar Games. Is this part of the expanding online ID verification that's been spreading globally? (if so, not the servers' faults, but it really sucks), or an attempt to shelter them from a Roblox-type situation? (that is marketed as a kid's game, so to me it would be different).

You can literally walk around naked, paint the halls with blood, do countless drugs, drink yourself to death, go on a mass-shooting rampage, rip peoples guts out of their bodies and eat their hearts, take over peoples' minds, cuss all you want - SS14 as a movie (even a cartoon one) would be at minimum rated R - but if you make a dick or boob joke you risk administrative punishment? Would it not be better to have a few curated servers that are for anyone under 18 (perhaps with dialed down violence, nudity, drug use, and gore) and then the default vanilla servers which are all 18+ (or at least the same as a mature game - 17+)? As someone still fairly new to the game, it all seems somewhat of a confusing contradiction. It's like if GTA 6 came out rated E for Everyone with nothing removed. Why is this considered a kid's game?

reddit.com
u/Old-Tangerine-4920 — 2 months ago
▲ 2 r/ss14

What's stopping the community from creating a SS15 Steam Page?

I do not understand copyright law very well. I also do not understand the dynamics of having an open-sourced project on Steam.

What I do understand, however, is that I don't think there is going to be any making amends or mutual agreement between the two parties. Both sides hate each other with a burning fury. Escalating to court cases (especially when multiple countries are involved) seems like a logistical nightmare and cash-draining slog for both parties, and will possibly bring a result that makes no one happy.

This brings me to my question: why is the community so focused on trying to take control instead of just forking (or copying and starting a new core codebase) and creating a SS15 Steam page? I understand not wanting to divide the community, but at this point it seems inevitable. Are there legal hurdles? If it is open-sourced, why can't anyone create a SS15 steam page from their own fork? Wouldn't moving forward be both the smarter and least painful move if there will be no compromise? Help me understand, because I'm sure there's good reasons. Continuing to attack each other is bad for the game, period.

EDIT: Downvotes for this? Really? Ok.

reddit.com
u/Old-Tangerine-4920 — 2 months ago

RTX HDR/RTX VSR + Nvidia Game HDR Ever Coming to Bazzite?

I am new to Bazzite from Windows, and I am quite enjoying it. Three features that I can't seem to find, however, that I got a TON of use out of in Windows are the RTX VSR (Virtual Super Resolution), RTX HDR (adding HDR to SDR videos), and the Nvidia App converting SDR games to HDR. Am I missing settings to turn these on in Bazzite, or are none of them present currently? If they are not in Bazzite, will these features ever make it to Bazzite?

Thanks for your time!

reddit.com
u/Old-Tangerine-4920 — 3 months ago