MavericK
Zero Cool
- Joined
- Sep 2, 2004
- Messages
- 31,901
FWIW I used a controller for 100% of the game and it was great. Generally I hate using controllers but it worked perfectly for this game.
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I have the game, I just wish I could play it. I am purely a KB/M user, which does not give any option to shoot diagonally. I tried using a controller and that is worse - for me. What I'd like to see is something that can remap the mouse into pan and tilt controls. That would be ideal. Too bad they could not do simple shit like this for release.
I have the game, I just wish I could play it. I am purely a KB/M user, which does not give any option to shoot diagonally. I tried using a controller and that is worse - for me. What I'd like to see is something that can remap the mouse into pan and tilt controls. That would be ideal. Too bad they could not do simple shit like this for release.
Almost every review that I read noted how nearly unplayable the game is with a KB/M. You should have expected it from a console port of a hack and slash
there goes any interest I had in eventually playing this game...I only use kb/m for PC...even Dark Souls 1 (PC) I found to be fine with kb/m (after some remapping of keys) even though a lot of people also claim it's unplayable...I find a controller fine for my PS4 but for PC games it never feels right for some reason...
Much more akin to Devil May Cry or MGS: Revengence. KB/M is just lacking when it comes to playing those kinds of games.
I played Phantom Pain fine with kb/m...
What does Phantom Pain have to do with anything?
MGS: Revengence controls a little different compared MGSV.you mentioned MGS and said kb/m is lacking in those type of games...
there goes any interest I had in eventually playing this game...I only use kb/m for PC...even Dark Souls 1 (PC) I found to be fine with kb/m (after some remapping of keys) even though a lot of people also claim it's unplayable...I find a controller fine for my PS4 but for PC games it never feels right for some reason...
the controllers throw me where movement and view is two different thumbsticks. I always have a problem with that.
the controllers throw me where movement and view is two different thumbsticks. I always have a problem with that.
I don't understand. In third person games, aren't the WASD keys and the mouse analogous to the left and right thumbsticks respectively? WASD being movement and mouse being the view...
Maybe since I grew up a console gamer until the mid-2000s, when I switched to PC, I don't have the confusion that a controller brings.
Yeah it's mostly just muscle memory, I'm quite happy using KB+M or pad. I usually somewhat stick to pad for shooting games, as long as I can grab the mouse when I need finer aiming (those games that only let you use one or the other are quite annoying).I don't understand. In third person games, aren't the WASD keys and the mouse analogous to the left and right thumbsticks respectively? WASD being movement and mouse being the view...
I don't understand. In third person games, aren't the WASD keys and the mouse analogous to the left and right thumbsticks respectively? WASD being movement and mouse being the view...
Maybe since I grew up a console gamer until the mid-2000s, when I switched to PC, I don't have the confusion that a controller brings.
the controllers throw me where movement and view is two different thumbsticks. I always have a problem with that.
PlatinumGames is still working on a Nier: Automata PC patch
Many assumed these fixes would be ironed out in the weeks following the game's 17th March launch on Steam...yet nearly four months later, there hasn't been a single official fix to the game...
http://www.eurogamer.net/articles/2...mgames-is-working-on-a-nier-automata-pc-patch
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
; rebind TAB to Fire / Pod Fire, leaving LShift unbound in the game
#UseHook
; precise delays
global keypressDelay, doubletapDelay, sequenceDelay, dodgeTime, fireToggle
keypressDelay := 50 ; delay between keydown/keyup
doubletapDelay := 150 ; wait time between keypresses to perform doubletap
sequenceDelay := 50 ; wait time between various sequences
dodgeTime := 300 ; cooldown while dodge animation plays, setting it too small will cause derps when holding SHIFT+WSAD.
fireToggle := 0
press(key) {
Send {Blind}{%key% down}
Sleep keypressDelay
Send {Blind}{%key% up}
}
; it's a dodge into run, it sends additional keydown after doubletap, so you can smoothly shift into running state after dodge is finished
dodge(key) {
Send {Blind}{%key% up} ; stop running first in case we were
Sleep sequenceDelay
press(key)
Sleep doubletapDelay
press(key)
Sleep sequenceDelay
Send {Blind}{%key% down}
}
; the complexity of this script is mostly to handle continuous SHIFT+WSAD. It's easy to handle just a single SHIFT tap, but less easy when you hold it down.
handleDodge(dir) {
BlockInput Send
if (dir = "fwd") {
dodge("w")
} else if (dir = "back") {
dodge("s")
} else if (dir = "left") {
dodge("a")
} else if (dir = "right") {
dodge("d")
}
Sleep dodgeTime
if (GetKeyState("w") && !GetKeyState("w", "P")) {
Send {w up}
}
if (GetKeyState("s") && !GetKeyState("s", "P")) {
Send {s up}
}
if (GetKeyState("a") && !GetKeyState("a", "P")) {
Send {a up}
}
if (GetKeyState("d") && !GetKeyState("d", "P")) {
Send {d up}
}
BlockInput Default
}
#IfWinActive, NieR:Automata
; fire toggle
$Tab::
if (GetKeyState("Tab")) {
Send {Tab up}
} else {
Send {Tab down}
}
fireToggle := GetKeyState("Tab") ; var is used in other places
Return
; script behaves better when standard shift+WSAD output is blocked
+w::
+s::
+a::
+d::
Return
; dodges, work when you press/hold LShift while already holding WSAD
~*LShift::
while (GetKeyState("LShift", "P")) {
if (GetKeyState("w", "P")) {
handleDodge("fwd")
} else if (GetKeyState("s", "P")) {
handleDodge("back")
} else if (GetKeyState("a", "P")) {
handleDodge("left")
} else if (GetKeyState("d", "P")) {
handleDodge("right")
}
Sleep, 10
}
Return
; air slide, normally executed with pod fire + jump
*z::
BlockInput Send
if (GetKeyState("Space")) {
Send {Space up}
}
if (fireToggle) {
Send {Tab up} ; release pod fire button before doing the stuff
}
Sleep sequenceDelay
Send {Tab down}
Send {Space down}
Sleep keypressDelay
Send {Space up}
Send {Tab up}
Sleep sequenceDelay
; press back what we released
if (fireToggle) {
Send {Tab down}
}
if (GetKeyState("Space", "P")) {
Send {Space down}
}
BlockInput Default
Return
I do want to do ending C/D, but I'm not sure I want to reply large parts of the game in part B to get there (no spoilers!). It is already feeling repetitive enough that I turned it down to easy just so I can finish the game. Thankfully I recently unlocked fast travel.
I hope they game gets better midway through.
start the game with "start /affinity 555 NieRAutomata.exe", that should stop those crashes.
There's a couple things you can try for those stutters, try this post first
then these:
setting windows to use the high perf power profile, "The GPU Vram was my problem. Fixed with FAR putting the manage.memory reservepercent from 75 to 90", "Maximum pre-rendered frames" to 1 or 4
The absence of a patch is a running joke with this game. FAR has been the only thing post day one that has made the game better.One of those times I am glad I am playing this on a PC because we can edit these tweaks, but at the same time you'd think this could be patched in!
Nah it's just if nothing else works.Still worth using the High Performance profile in Windows?
What do you mean? They released aThe absence of a patch is a running joke with this game.
Also, is there anyway to have more than 1 save? I see quick save options but nothing to save a different slot so I can prevent accidentally going over a point of no return without much back tracking.
Like MavericK said, but that said you can open your menu near one of the save points, go to system? it'll allow you to pick the save slot.Also, is there anyway to have more than 1 save?
Did they ever improve the PC kb/m experience with a patch ?