I have been a PC gamer for the majority of my life. But before that, i was a console player on the NES. But NES mainly had platformers, and no 3d games. So i am not used to movement and camera controls simultaneously at all.
I have purchased a Steam Deck OLED and it’s phenomenal at playing platformers and twin stick top down games. However, i am absolutely sucking at FPS games on it. Can’t make shots on the controller which are like muscle memory on my PC. I’m also having a slightly hard time on 3rd person over the shoulder games (not as bad as FPS though). It’s probably because of my age (30+) I guess.
My question is that is there a way to improve other than ‘git gud’? Example, is there an easy FPS game where I don’t have to move or shoot too fast? Or a sample controller exercise game, like we have AimLabs for mouse movement.
Thanks.
A lot of it is going to be game-specific, and spending time tweaking the control settings until you find what feels responsive to you.
The rest of it is going to be technique, and a lot of trial and error to find out what works best for your play style. For instance, I can’t do fast-paced, twitchy movements on a controller (even things that are technically possible to do on a controller; I just don’t have the dexterity anymore), so I have to adopt a different play style when using a controller. I usually will go for a more support-based role, if possible; opting for long-range weapons/abilities, and playing a more patient, campy game. I play slower and more methodically this way, and try to position myself so that I don’t ever get into the situations where I need to react to somebody closing the gap on me in the first place.
For me, it’s an entire mindset shift. If I play the same game on M/K, I’ll be playing with a much faster, reaction-centric style instead of one where my movements are more premeditated.
Some other tips will be learning to do things like using your left stick for fine-tuning your aim (you can get very precise horizontal micro-adjustments by leveraging your player’s position, which can be useful for getting your shot off before the other guy does), experimenting with gyro controls if that’s an option for you, or trying joystick extenders (small gadgets that clip onto your sticks to extend their effective length, which may make aiming easier).
As far as what to practice in, I don’t know of any aim trainers that are designed for controller, so I’d say you should just practice with a game that you either don’t care about or where it doesn’t matter if you lose a bunch. I’d recommend The Finals; it’s free to play, the default quickplay mode is active and puts you into a match quickly, and it’s super low-stakes so you don’t have to feel bad about experimenting during a live match. Your teammates don’t have loot drops or anything hinging on your success, so if you play badly, nobody cares. And it’s got pretty robust customization options for the controller settings (dead zones, acceleration curves, etc), which can help you figure out what settings you respond best to and what to look out for in the settings of other games. It has a huge variety in movement/weapon options, so you’ll end up developing skills/habits that will transfer over to other games quite easily.
I didn’t mean to weirdly steer this into becoming an ad for The Finals. But it’s a very controller-friendly FPS that I think will be beneficial to practice with. I think it’s also pretty fun, but that’s subjective.
Lot of life long controller users aren’t good at aiming using only joysticks either with increasingly stronger aim assist over the years doing the bulk of the carrying which has led to some players saying a games controls are bad if the aim assist is weaker than ones they do well in.
Then add in how different the dead zone and acceleration curves are for joysticks from game to game and it makes carrying over muscle memory difficult even if you master joystick in one game. It’s like how acceleration can throw off mouse users.
But, gyro helps a lot if native gyro is mouse like or you opt to bind mouse to gyro, since the sensitivity is something that can be replicated from game to game like people do with regular mice. This video might be a good starting point. One quirk of gyro is that some games you can just bind mouse to gyro and start playing, but other games may not support simultaneous gamepad + mouse so having to opt for mouse and keyboard binds on the controls. Some people bind joystick to gyro but that introduces unwanted negative acceleration.
I recommend Portal for starting out and getting used to gyro. Then once you are used to aiming with gyro something like Left 4 Dead 2 which has good Steam Input support.
For me the way has been using gyro aiming. It provides a mouse-like precision for aiming, which is really good for FPS games. It is supported on Steam nowadays. Of course on Steam Deck it may be not the best option in terms of playing experience, as turning the console also turns the screen.
I had to look up what gyro aiming is. FYI for others: https://www.33rdsquare.com/what-does-gyro-aiming-mean-an-in-depth-look-at-the-next-evolution-in-gaming-controls/
They key for gyro aiming on a console where the screen is attached, is to get the movement to be as one to one as possible, to make it work as if the screen is a portal into the game world that turns in a matching direction as you move the device.
I had this revelation back with the PS Vita, where Killzone Mercenaries worked this way by default. It was magical for an FPS game to play that well on the tiny vita with its miniature analogue sticks.
The joystick camera input and gyro also worked in concert, I’m fairly certain the game hybridized the input signals such that if you moved the device to correct your aim, that would override any current input signal from the stick, making it possible to correct overshoot and undershoot in a way that almost felt like the console was reading your mind.
I’ve not been able to get that with steam input, but you can get close.
There are a lot of good suggestions here, that you can take advantage of, so I’ll come at it from another perspective.
With mouse and keyboard, positioning is a snippet of what we use when playing and is more of a tactical spacing. With controller, it is a necessity. This means that as you are playing first person shooters (or third person with controller), your characters movement will be 75% of what you’re actually aiming with.
On a mouse and keyboard, if you’re slightly off center with a sniper, it’s a simple adjustment to move to the left. Move 1cm.
On a controller, if you’re slightly off center, suddenly it isn’t as simple, because the joystick is overly sensitive and so to move 1cm is a lighting fast action input, meaning that you’re almost guaranteed to overshoot it, unless your joystick sensitivity is super low. Or, on the opposite end of it, if you try and move the control stick very gently (more on this later), it’s not necessarily a consistent input. This is where aim assist would come in, as aiming down your sights would center it on the enemy, but I think it’s a bunch of bullshit and so we’ll ignore that. Instead of moving the joystick a micron of a second to properly position yourself, moving your characters body (WASD/left analog) is almost always much slower and fine tuned.
What this means is that as you’re playing games, instead of holding W and maneuvering with A, S, D for counter balance or strafing or whatever, the joystick instead is 60% of the time holding forward, 20% of the time slowly moving in a direction to position yourself better for aiming, and 10% staying still (letting go).
Another element here is the concept of analog itself. When you’re holding W, it’s always 100%. When you push forward, (game depending) it ramps up from 0% towards 100%, which means that if you turn left or right, chances are that your character might slow down too, because you may be pulling down as you move. What you can take advantage of here is utilizing slow movement to always keep your character moving, which will help prevent being hit and will get you more used to fine-tuning your aim through your movements.
When I play games on controller, I always try and use gyro, I always keep the gameplay focused on the movement first and foremost, and the analog stick at that point almost purely becomes a look/view stick over a “this is my main form of getting headshots”, where your look inputs are based on getting into the center of the general area you want to aim at as quickly as possible, while letting the gyro and the characters body finish it off.
Finally – PLAY. Not the game, PLAY with it. Feeling weird? Move your character in circles while bunny hopping to get the feeling of the mechanics for the game, then be silly with the aiming and wiggle the joystick around to familiarize yourself with aiming with the movement wobble. Whether it’s Max Payne, Smash Bros, Doom, Vanquish, Fortnite, all of these games can be manipulated by playing with the weird quirks of their engine.
Finally finally – I also have a harder time with FPS games on the Steam Deck compared to other methods. Doom 2016 on my Switch was fine to get used to, but on the Steam Deck some did feel odd about it. I don’t have the other modern consoles and their joysticks aren’t super familiar to me, but I think it may be that the Steam Deck’s analog sticks feel like they have a larger travel distance (particularly compared to the Switch of course). Something you might consider trying is the Flick Stick input for the Trackpads, although I personally really, really enjoy low-friction trackball mouse input. Swipe+Tap to aim is just so good and being able to move the view, let go and have it keep moving based on the intertia I input is just perfect.
On a controller, if you’re slightly off center, suddenly it isn’t as simple, because the joystick is overly sensitive and so to move 1cm is a lighting fast action input, meaning that you’re almost guaranteed to overshoot it, unless your joystick sensitivity is super low.
This has been the biggest problem for me. I can’t aim at the enemies when are very far (small hitbox). I have been trying to strafe and put them on my crosshair but it needs a very different skill. I have been hearing a lot of people talking about FlickStick. I have to look it up.
Honestly, I would recommend just giving it a go. You can always save your current controller config and then go right back to it. I only say try it cause when I looked up videos I didn’t quite understand, like I got the idea but it seemed weird. Actually trying it makes a lot more sense.
Its major issue though is I felt like I was tweaking it more than I was playing, and I have found myself a very good set of controls with the Steam Controller which translated to the Deck, so I know exactly what to set for each game even on the first time. For the Flick Stick setting, I feel like one game would be fine standard settings and another game would need to change, sometimes not even getting it working. So YMMV there.
P.S. set a binding for toggling an auto-sprint on the back paddle. Auto walking is a default for any game I play!
Try experimenting with gyro aiming. It feels weird at first but becomes natural soon after.