Once you consume the Steam Deck You will unlock its fullest potential, it will perfectly integrate into your brain, allowing you to play CS:GO all day without compromising your daily life. Becoming part Steam Deck is only a natural progression of life.
yes, it's getting increasingly worrisome. It's obviously Valve's fault that they don't build a intuitive controller, why would he put the blame on himself hmmmm
The TL;DR here is that more options are always a good thing to include. A default control scheme is just meant to be playable and understandable for new players, but the advanced options are where you can squeeze more playability out of the game if you really know what you're doing. Sort of like how lots of people don't use default keybinds on their mouse and keyboard. A lot of people looking for a competitive edge will swap the buttons around or make entirely new keybinds. Some people don't even use WASD! I use ESDF! Yet for some reason, a lot of games fail to include these options, at least on the controller side of things. Even Nintendo sometimes forgets to ship a basic gyro sensitivity slider with their games, one example being Breath of the Wild. One of the most important games of the decade shipped without a sensitivity slider... There's also options that games usually lack, like choosing whether you want gyro always on, or let you pause the gyro with a button press, or let you have gyro only while scoping. But CS:GO has all of this! Even native Flick Stick support! Woah! CS:GO seems to have incredibly robust options for controller players, and other games should strive to mimic what CS:GO has managed to achieve here. Even AAA games fail to achieve what CS:GO has achieved here, and I'm not sure whether I should be praising CS:GO or trash-talking the rest of the industry. Maybe both?
I immediately remembered your video about controllers, i was also one of these people who thought they we're bad at everything. The world might be changing for the better after all.
Fortnite and Boomerang X are two other games on PC that have done motion controls really well (With the help of JibbSmart). The gyro options in Fortnite are better than the mouse options even. I hope more devs pay attention and offer good gyro controls. Emphasis on good.
@@CorrosiveCitrus I think CSGO was the first major title to use it and then Fortnite was the second major title to make use of flickstick. it would still take years for it to become standard but seeing how a lot of kids play Fortnite maybe in 15 years we will finally be seeing games make use of it since that's what today's kids would potentially grow up using.
CSGO's built-in flick stick is a fantastic implementation, and as of recently its built-in gyro settings are among the very best. Great to see these getting some love on Deck
just as i expected, the touch pad is being neglected, and for me it was the biggest reason to buy a steam controller. On the steam deck is basically a ps4 controller merged with the steam controller with additional improvements.
@@CorrosiveCitrus ehhhhhhhhhhh for walking the stick is much much better - so I use the left stick a lot, but mostly the trackpad on the right side so far... I think it's good that the deck is versatile. pads could've been a bit larger though. and the keyboard needs improvements.
@@ThunderDraws I strongly disagree that it's better, especially much much better; I believe it's just preference, the stick doesn't do anything a trackpad can't. Though with that said, I do still use the left stick for movement most of the time on my stream controller... just out of habit. Despite that, whenever I've used the trackpad instead, I didn't feel like it was any worse and a lot of people use the left trackpad for movement exclusively. Valve stated that they know the trackpads are the way to go, but unfortuantely, to drive adoption (appeal to masses) they had to include the sticks -- makes sense since there was a lot of angry comments about the lack of right stick by steam controller newbies. But they have designed the way you hold the deck so that your thumbs either rest above the trackpads, or the sticks depending on how you grip it, so it's hard to use both, but you can choose which to use thankfully.
The trigger having two actions depending on pressure is probably a left over from the steam controller, which does have something that feel like a button when you press it all the way. Dual stage trigger can also be found on the gamecube controller and on the PS5 controller trough the adaptive triggers.
@@nobodynoone2500 I agree. I still use mine. The dual stage triggers are amazing, once you get used to them. But I do think that the fact that they didn't include the tactile button at the end of the pull was a mistake. That really let you know that you were going to do something else. The partial pull can be gotten used to, and some knowledge about how it works in general helps, but being able to pull hard enough to rest on the button then press the button for the final action was great.
Your argument with the triggers is valid, considering the Steam Controller actually did have a physical button to reach when you pulled the trigger fully. This was lost on the Deck, sadly. I'd hope for that to come back if we get a gen 2.
I don't think it's always a good idea to just "settle" on a control scheme. When things are new (like the steam deck) there's always room to see what's popular or unpopular, and intuitive or unintuitive. This was a huge thing in the early days of vr, so many people just outright refused that anyone would enjoy smooth motion because we all got a little sick on our dk1s but it turns out people love it and there were just a bunch of rules that made people less sick and now it's in almost every kind of game as default. Anyway, this is the time to experiment we are still in early days for the steam deck I think. Let's explore!
i almost clicked this video the instant i saw it, but i was on the toilet and it felt disrespectful to watch your content while in a state of indecency. i am now clothed, modestly, and prepared to enjoy this 3kliksphillip video.
The not fully pressed VS fully pressed thing needing a noticeable click, the Gamecube controller actually did that, it was pretty cool. For gyroscope aiming, something some Switch and Wii U games do, and that I wish all did, as it's the rarer way of doing it despite being so much better, is having the gyro kick in, with ADS, and when not ADSed, only the stick moves the camera, allowing you to rest your arms and wrists, or do hard flicks with a quick tap of the ADS and a brief wide rotation of the Switch/Wii U controller.
Awesome that you can be open about when you were wrong, the world could use much more of it. 100% agree on half-pressing a button without any tactile feedback, that's not intuitive or easy. Camera shutters have a small klik when half-pressed so that you know when you reach it. A good idea for Steamdeck2 if they plan on keeping half-presses.
@@Kris-od3sj I think you're describing the tactile feedback. With a small force your finger goes down and stops. With slightly more force, it pushes through and fully presses the button. That midway stop is the tactile feedback.
Lol the “my experiences being stupid” Same on the eye thing in HLA, I also once beta’d a workshop map that had a mandatory “teleport” section right at the start. Walked around confused for like 15 minutes
Fun fact, the pressure trigger systems in controllers are actually a remnant of a conflict in firearm adoption in countries that adapted bullpup rifles where instead of having the firing mode be controller by a selector, they had a 2 stage trigger where a short pull was semi auto and a long pull was full auto. This was something people were concerned about as under stress soldiers woulda accidentally fire full auto. This conflict over whether or not two stage triggers are good continued in early controller designs. Also the modern design of portable drills are inspired by the MP40.
the mg34 has something similar, its trigger basically has an upper and lower part and wether you pull the upper or lower changes wether you fire semi or full auto
I strongly agree that Valve's FPS games need more standardization on Steam Deck. It's really jarring to move from Left 4 Dead to Team Fortress to Counter-Strike and have hardly any buttons do the same thing between games, plus it takes hours to adjust all the control schemes.
Half-Life 2's config (Steam Deck or External Controllers, which I am on the latter) is worse in that regard. Like, why put the Zoom function on the BACK/Share/- button? Put it on the Right Stick Click like it was on the XInput default controls layout. ...at least we can customize the Game Action bindings to match XB360/PS3 default controls.
@@AL2009man Exactly! Most of Valve's default layouts aren't even intuitive on Deck, in addition to being inconsistent between games. It took forever to modify every Valve game's controls until I was happy with them.
Tbh i really like it having so many options for control, as someone that plays all kinds of games with all kinds of controlled and love to switch around. For me it's a selling point
Thanks for these control clarifications. I, too, had not yet grocked that holding triggers half-way would give different binds and, personally, I don't feel that the Steam Deck triggers are very feasible for this task, especially in a firefight situation. You would really need force-feedback triggers of some description to better gauge the transition point between binds. I've tried a few games that require very precise finesse of the analog triggers, such as Trials: Fusion (physics motorcycle game), and already feel that the Deck analogue triggers cannot compete with XBox controller triggers. Their travel feels "ambiguous", like the Dualshock 3 triggers did. I love the Steam Deck, so along with a better D-Pad, hopefully the triggers get an upgrade in a future hardware update (Steam Deck 2, etc).
I didn't even watch the video but I saw this thumbnail and the first few seconds of YT's thumbnail preview thingy and it managed to show up in my dreams as if the entire video was about why you shouldn't try to eat a Steam Deck. So, congrats, your thumbnail was so powerful it entered my dreams and got me to click on the video, make a comment about it and thus, increase your engagements. Well done!!
Just a heads up, Returnal on PS5 has dual function triggers and NAILS it perfectly. The devs utilize the haptic feedbacks on the triggers to apply resistance. So when you pull the R2 trigger down halfway, you incur a little bit of resistance to offer a feeling of a "wall." This is your primary fire. But, if you pull a little bit harder to surpass this "wall," you use your Secondary Fire for a weapon. As you play and adapt to it (doesnt take long either), you realize how brilliant it is. You save time without having to effectively take your finger off the trigger thus being able to make strong, secondary shots in a blink of an eye that helps in a bullet hell game like Returnal. I honestly wished more games took advantage of this type of design concept. And I never saw anyone complain about not liking this design either. Most people actually praise the devs for their ingenuity with the haptics.
I wish more controllers copied the trigger from the Gamecube controller, where it has normal analog control, with a very tactile click at the end. It's by far my favorite type of trigger on controllers and feels intuitive to have double functions on the same trigger. For example in Super Mario Sunshine it was used so you could spray water while moving, but if you click it in fully Mario stops and you are able to move the water spray vertically instead. It felt really good.
The weird thing is that the Steam Controller had such triggers but they removed it from the Deck. They're the only feature from it that didn't make it to the Deck it seems.
You can turn up the haptics to imitate a click/transition between full and half pull, but I will point out that the steam controller did have an actual click to do a full pull. It feels really nice.
shoutout to bungie/halo for making an amazing controller layout when halo first came to the xbox in 2001. people overlook how much a good control scheme (as well as auto aim) affects the user experience in games, especially console shooters.
The trigger thing makes way more sense when you consider their first controller, the Steam Controller. They have dual stage triggers, which have an analog range with a physical button at the end of it. If being used for digital actions, using the analog portion as a simple threshold is called "soft pull", while actually going far enough to click the button at the end is called "full pull". The Deck got rid of the button at the end, because Valve said people found it weird (they did similar for their index controllers in vr). We cant have nice things because its too unfamiliar it seems :/ You can still do multiple levels on a single stage analog trigger by setting each level at a further pull, but there is no hard stop before the second in that situation so it doesn't work as well.
With a game as big as CS:GO, you will have people who doesn't understand things as a whole/who simply wishes to do things differently. And Valve is directly responsible for both the hardware's software, and the game's software, so while they have the wiggle room to tweak stuff, they have the full responsibility when things go wrong. Controllers are honestly hard to learn, and are even harder to master. It's honestly not a huge whiff that you missed/misunderstood such little stuff. And games since PS2 times "mostly" didn't have two buttons having the same purpose.
I played PUBG Mobile kind of professionaly on my phone in the past and I can tell you that the best control for FPS (fast and accurate movements, convenient recoil control) is a sensor+gyro. (I mean, wide quick motion you can do by your fingers and small adjustments is your gyro.) But first you need to learn how to keep your device steady, without moving it when you walking or jumping. You also need to fine tune the sensitivity of the gyroscope.
I really disagree with the idea that valve should make a standardized control scheme. One of the INTEGRAL points of the steam deck is that it has so many control options (gyro, sticks, touchpad) that you can configure it uniquely to fit every game and person individually.
As a guy who used to play Melee religiously in middle and high school, you can actually get very good at variable pressure application to buttons in very intense scenarios. You just aren't used to it.
Not a controller user, but your video before made the steamdeck seem like a really solid attempt at making a PC game function with a brand new controller scheme, and that you had good feedback. The fact you say that the controls were even LESS silly that you made them seem makes me feel like valve basically hit the nail on the head first try.
I heard it's one guy that's in charge of CSGO's control scheme and he has a team of csgo players exclusively using the deck/gyro controllers giving him feedback. Which is pretty awesome
1:52 no I don't understand what that icon means, it does not make clear sense to me either, Valve really need to change it, and I agree with you that it is bad to make the trigger button do 2 things with just different force of triggering
For the trigger pull doing two things at once thing: I think that makes sense considering "Stop moving, shoot" aiming scheme Counter-Strike tends to be. Heck, Returnal does something similar to CSGO's Deck Trigger setup, but they made it clicks thanks to DualSense Adaptive Triggers features. We can now do it with Analog Joystick, but I argued it's quicker to do it with a Button press...geez, if only Valve added the same Dual-Stage Triggers tech from Steam Controller or added support for DualSense Controller's Adaptive Triggers...
Valve is one of the game Dev that makes some feature and make some cool improvements to things. But what they change is kinda unnotice most of the time. Sometimes people just ask to where to find it and complain about the problem without knowing that is already fix or already in the system. Valve is so good at making good things that people hard to find it. This is why "Valve communication" is need to be improved. and The UI in their software and Website is need to be improved (if you are familiar with Valves like the people watching and subs this channel is ok, but for the general public who just stumble on Valve, t's kinda hard. But I give kudos to Valve support who probably got asked many times about the same question.). IMO
Making a good bindings on deck is an art of its own it is super flexible, tho, probably to boost performance, some features don't work when you run a game from steam os
We're still in the Wild West phase of universally-agreed gamepad config for something like CS:GO. We might need another Thresh to figure out the optimum config.
I got stuck on that half life alyx puzzle for 15 minutes but didn't even mind because the game was so pretty and I was streaming to my discord server so my friends and I were just discussing the environment / theorizing on lore and such.
It's interesting to see someone talk so much about the default controls so much. I guess I'm just so far into the steam ecosystem with the steam controller, steam input, and now the steam deck that I basically never use the defaults for anything. Why nitpick about the defaults when valve gives you the tools to make every little thing exactly how you want.
How could you not click on this video with that thumbnail... Also, I think it's time to revisit the M4A1-S with the new update, mainly the changes it went through in comparison to how it is in its current state.
To give you some credit on the whole 3 actions mapped to a trigger issue, you weren't the only one that experienced issues getting the scoping to activate. I was messing around playing the game with a dualshock 4 a while ago, and while I knew about that whole different action depending on how much you pressed the trigger. I for the life of me, no matter what I tried could not get scoping to work. Now mind you, I don't know how different the Steam Decks triggers are to that of the Dualshock 4, if they're even different at all mind you. But I wanted to say that you likely weren't the only person to experience a similar issue with the controller based control scheme.
I think it's stupid that they removed the full press button that the S. Controllers used to have and then still gave a single button 3 actions, because that button actually gave you a (weak and very little tangiblity) physica response and required you to click the button and not just pull it.
Some concessions have to be made. The steamdeck is already an input wonderland. Having triggers like that on a portable device would have impacted comfort and robustness.
@@GamerMGO They themselves have said that it's because people didn't use it, and they're not wrong, considering it was very easy to press making it useless. All they had to do was make it so it required a deliberate press by the user and it may have been more used.
This may be the best thumbnail I've seen in a VERY long time.
LMFAO YES
anermly
truth
yea
yo
I don't think the Steam Deck is edible
This is what the feds want you to think
Once you consume the Steam Deck You will unlock its fullest potential, it will perfectly integrate into your brain, allowing you to play CS:GO all day without compromising your daily life.
Becoming part Steam Deck is only a natural progression of life.
it's chewable, taste pretty good
You can't know for sure until you try
Valve please fix
Phillip, blink 3 times if you're being held by Steam employee.
smart.they dont know what 3 is so he dont get sus
yes, it's getting increasingly worrisome. It's obviously Valve's fault that they don't build a intuitive controller, why would he put the blame on himself hmmmm
he was fed a steam deck
Your comment is smooth af.
3blinksphilip
Never thought I'd see an Englishman attempt to deepthroat a steam deck. Yet, here I am. Wild.
I guess you could call it a "Steam-cock"
Looks tasty, imma try it myself when I get one
Can you please explain the joke to me
@@AmelpsXett it's either a very clever metaphor for eating his words or he has just gone mad
@@kaan8964 yes
I wish that steam deck was me 🤤
O_o
🪱
Down astronomicly
Dear god.
*bonk*
The TL;DR here is that more options are always a good thing to include. A default control scheme is just meant to be playable and understandable for new players, but the advanced options are where you can squeeze more playability out of the game if you really know what you're doing. Sort of like how lots of people don't use default keybinds on their mouse and keyboard. A lot of people looking for a competitive edge will swap the buttons around or make entirely new keybinds. Some people don't even use WASD! I use ESDF!
Yet for some reason, a lot of games fail to include these options, at least on the controller side of things. Even Nintendo sometimes forgets to ship a basic gyro sensitivity slider with their games, one example being Breath of the Wild. One of the most important games of the decade shipped without a sensitivity slider...
There's also options that games usually lack, like choosing whether you want gyro always on, or let you pause the gyro with a button press, or let you have gyro only while scoping. But CS:GO has all of this! Even native Flick Stick support! Woah! CS:GO seems to have incredibly robust options for controller players, and other games should strive to mimic what CS:GO has managed to achieve here.
Even AAA games fail to achieve what CS:GO has achieved here, and I'm not sure whether I should be praising CS:GO or trash-talking the rest of the industry. Maybe both?
I immediately remembered your video about controllers, i was also one of these people who thought they we're bad at everything. The world might be changing for the better after all.
Fortnite and Boomerang X are two other games on PC that have done motion controls really well (With the help of JibbSmart). The gyro options in Fortnite are better than the mouse options even.
I hope more devs pay attention and offer good gyro controls. Emphasis on good.
demoknight tf2
Demoknight tf2
@@CorrosiveCitrus I think CSGO was the first major title to use it and then Fortnite was the second major title to make use of flickstick.
it would still take years for it to become standard but seeing how a lot of kids play Fortnite maybe in 15 years we will finally be seeing games make use of it since that's what today's kids would potentially grow up using.
well that thumbnail caught me off guard
Mister Apex man, I, too, was caught off-guard by the thumbnail in which kliksphilip attempted to deepthroat the Steam Deck™️
I need more context about this thumbnail
Hi grrrt
4:57 What a beautiful and graceful animal. The dog is cool too, I guess.
*is waiting for steamdeck
Philip: *eats his steamdeck
CSGO's built-in flick stick is a fantastic implementation, and as of recently its built-in gyro settings are among the very best. Great to see these getting some love on Deck
🥰
11 months later. Is it possible to compete with a steam deck with MnK players in CSGO?
just as i expected, the touch pad is being neglected, and for me it was the biggest reason to buy a steam controller. On the steam deck is basically a ps4 controller merged with the steam controller with additional improvements.
The touch pad was the best part of the steam controller and it seems that Philip hasn't even considered it for aiming
I honestly wish they just didn't put the sticks on it and just made the track pads bigger
@@CorrosiveCitrus ehhhhhhhhhhh for walking the stick is much much better - so I use the left stick a lot, but mostly the trackpad on the right side so far...
I think it's good that the deck is versatile. pads could've been a bit larger though. and the keyboard needs improvements.
@@ThunderDraws I strongly disagree that it's better, especially much much better; I believe it's just preference, the stick doesn't do anything a trackpad can't.
Though with that said, I do still use the left stick for movement most of the time on my stream controller... just out of habit. Despite that, whenever I've used the trackpad instead, I didn't feel like it was any worse and a lot of people use the left trackpad for movement exclusively.
Valve stated that they know the trackpads are the way to go, but unfortuantely, to drive adoption (appeal to masses) they had to include the sticks -- makes sense since there was a lot of angry comments about the lack of right stick by steam controller newbies.
But they have designed the way you hold the deck so that your thumbs either rest above the trackpads, or the sticks depending on how you grip it, so it's hard to use both, but you can choose which to use thankfully.
@@andrewrobs Its a massive shame
The trigger having two actions depending on pressure is probably a left over from the steam controller, which does have something that feel like a button when you press it all the way. Dual stage trigger can also be found on the gamecube controller and on the PS5 controller trough the adaptive triggers.
Most of the entire lineup of Playstation controllers have had dual stage buttons and triggers, but very few games made use of them.
Love my steam controller. Wish they kept making them.
@@GnRGaming theres no added resistance though in the controllers from ps1 to ps4, its just smooth all the way through
@@nobodynoone2500 I agree. I still use mine. The dual stage triggers are amazing, once you get used to them. But I do think that the fact that they didn't include the tactile button at the end of the pull was a mistake. That really let you know that you were going to do something else. The partial pull can be gotten used to, and some knowledge about how it works in general helps, but being able to pull hard enough to rest on the button then press the button for the final action was great.
Your argument with the triggers is valid, considering the Steam Controller actually did have a physical button to reach when you pulled the trigger fully. This was lost on the Deck, sadly. I'd hope for that to come back if we get a gen 2.
I don't think it's always a good idea to just "settle" on a control scheme. When things are new (like the steam deck) there's always room to see what's popular or unpopular, and intuitive or unintuitive. This was a huge thing in the early days of vr, so many people just outright refused that anyone would enjoy smooth motion because we all got a little sick on our dk1s but it turns out people love it and there were just a bunch of rules that made people less sick and now it's in almost every kind of game as default. Anyway, this is the time to experiment we are still in early days for the steam deck I think. Let's explore!
Plus, it depends on the type of game...and accounting for various controllers because Steam Input have to worry about them too
thats not something new due to their controller
Glad you've come around, I'm really having a lot of fun playing CS on the Deck
(Maybe some day I'll get good enough to queue for comp)
Do appreciate you were willing to amend some of your mistakes, good on you 👍🏼
I love the continuity of the thumbnail into the video, great little detail!
i almost clicked this video the instant i saw it, but i was on the toilet and it felt disrespectful to watch your content while in a state of indecency. i am now clothed, modestly, and prepared to enjoy this 3kliksphillip video.
I didn't knew that an image of Philip shoving the steam deck in his mouth could cheer up my day this much
The not fully pressed VS fully pressed thing needing a noticeable click, the Gamecube controller actually did that, it was pretty cool.
For gyroscope aiming, something some Switch and Wii U games do, and that I wish all did, as it's the rarer way of doing it despite being so much better, is having the gyro kick in, with ADS, and when not ADSed, only the stick moves the camera, allowing you to rest your arms and wrists, or do hard flicks with a quick tap of the ADS and a brief wide rotation of the Switch/Wii U controller.
Awesome that you can be open about when you were wrong, the world could use much more of it. 100% agree on half-pressing a button without any tactile feedback, that's not intuitive or easy. Camera shutters have a small klik when half-pressed so that you know when you reach it. A good idea for Steamdeck2 if they plan on keeping half-presses.
I haven't used any cameras with "tactile" feedback, but I used a bunch that just needed little force to press halfway, and more force to press fully
@@Kris-od3sj I think you're describing the tactile feedback. With a small force your finger goes down and stops. With slightly more force, it pushes through and fully presses the button. That midway stop is the tactile feedback.
The flow from Thumbnail to opening scene was great!
Even though I click on every one of your videos, this thumbnail made me click on this one especially hard
I actually gasped when i heard you say "lets go back" and the music kicked in, i love these parts of the videos please keep putting them in!
I love the subtle "going low in csgo" reference at: 3:33 with the music and catchphrase ^^
Yeeeaaa
Lol the “my experiences being stupid”
Same on the eye thing in HLA, I also once beta’d a workshop map that had a mandatory “teleport” section right at the start. Walked around confused for like 15 minutes
Fun fact, the pressure trigger systems in controllers are actually a remnant of a conflict in firearm adoption in countries that adapted bullpup rifles where instead of having the firing mode be controller by a selector, they had a 2 stage trigger where a short pull was semi auto and a long pull was full auto. This was something people were concerned about as under stress soldiers woulda accidentally fire full auto. This conflict over whether or not two stage triggers are good continued in early controller designs.
Also the modern design of portable drills are inspired by the MP40.
I only know AUG that used multi staged trigger as fire mode
I always thought that those drills looked a lot like an MP40 in design lol
@@govinlock8568 the p90 also has this
Sorry, but any source on that drill/mp40 thing?
the mg34 has something similar, its trigger basically has an upper and lower part and wether you pull the upper or lower changes wether you fire semi or full auto
I got the chills at the back in time bit. We need more stories asap
Out of all the big youtubers, I expected Philip to be the one to embrace the trackpads... How wrong I was.
Always great to see a reference to older Kliksphilip videos with the 'Let's go back in time. Back, back, back'
I strongly agree that Valve's FPS games need more standardization on Steam Deck. It's really jarring to move from Left 4 Dead to Team Fortress to Counter-Strike and have hardly any buttons do the same thing between games, plus it takes hours to adjust all the control schemes.
Half-Life 2's config (Steam Deck or External Controllers, which I am on the latter) is worse in that regard.
Like, why put the Zoom function on the BACK/Share/- button? Put it on the Right Stick Click like it was on the XInput default controls layout.
...at least we can customize the Game Action bindings to match XB360/PS3 default controls.
@@AL2009man Exactly! Most of Valve's default layouts aren't even intuitive on Deck, in addition to being inconsistent between games. It took forever to modify every Valve game's controls until I was happy with them.
@@QuintessentialWalrus Left 4 Dead 2 is the only Valve-produced game that matches the original XB360 controls scheme.
Tbh i really like it having so many options for control, as someone that plays all kinds of games with all kinds of controlled and love to switch around. For me it's a selling point
2:19 philip wouldn't have been welcome at the design room table for the Steyr AUG it would seem 👀
The thumbnail is so good XD
All the kliks brothers are TH-cam geniuses.
Having recently done a rewatch of your game developing series the trackball callback was fun!
The thumbnail is an accurate representation of 3kliksphilip commiting filatio on a steam deck.
Very erotic
great thumbnail... and video as usual
That back in time bit hit me with the nostalgia
congrats on 1 mil subs!
I wish success for the Steam Deck because games on Linux sounds exciting and this project is pushing for that
"lets go back in time, back, back, back..." *music rolls in*
Walk and crouch was perfect for the button , makes totally sense to not full press and walk and full press and crouch.
4:58 the suspense is killing me.
How could i not click on a video with such an immaculate thumbnail
Thanks for these control clarifications. I, too, had not yet grocked that holding triggers half-way would give different binds and, personally, I don't feel that the Steam Deck triggers are very feasible for this task, especially in a firefight situation. You would really need force-feedback triggers of some description to better gauge the transition point between binds. I've tried a few games that require very precise finesse of the analog triggers, such as Trials: Fusion (physics motorcycle game), and already feel that the Deck analogue triggers cannot compete with XBox controller triggers. Their travel feels "ambiguous", like the Dualshock 3 triggers did. I love the Steam Deck, so along with a better D-Pad, hopefully the triggers get an upgrade in a future hardware update (Steam Deck 2, etc).
I didn't even watch the video but I saw this thumbnail and the first few seconds of YT's thumbnail preview thingy and it managed to show up in my dreams as if the entire video was about why you shouldn't try to eat a Steam Deck. So, congrats, your thumbnail was so powerful it entered my dreams and got me to click on the video, make a comment about it and thus, increase your engagements. Well done!!
Just a heads up, Returnal on PS5 has dual function triggers and NAILS it perfectly. The devs utilize the haptic feedbacks on the triggers to apply resistance.
So when you pull the R2 trigger down halfway, you incur a little bit of resistance to offer a feeling of a "wall." This is your primary fire. But, if you pull a little bit harder to surpass this "wall," you use your Secondary Fire for a weapon.
As you play and adapt to it (doesnt take long either), you realize how brilliant it is. You save time without having to effectively take your finger off the trigger thus being able to make strong, secondary shots in a blink of an eye that helps in a bullet hell game like Returnal.
I honestly wished more games took advantage of this type of design concept. And I never saw anyone complain about not liking this design either. Most people actually praise the devs for their ingenuity with the haptics.
I'll always appreciate your thumbnails Philip.
that thumbnail flashbanged me
Please mention the guy that played a TF2 tournament on a controller with a very similar control scheme and absolutely slayed.
Glad you're back, desync!
That thumbnail is absolute best
Thanks!
I wish more controllers copied the trigger from the Gamecube controller, where it has normal analog control, with a very tactile click at the end. It's by far my favorite type of trigger on controllers and feels intuitive to have double functions on the same trigger.
For example in Super Mario Sunshine it was used so you could spray water while moving, but if you click it in fully Mario stops and you are able to move the water spray vertically instead. It felt really good.
the steam controller has such a trigger
The weird thing is that the Steam Controller had such triggers but they removed it from the Deck. They're the only feature from it that didn't make it to the Deck it seems.
@@yannicksanders8560 the two stage trigger is amazing for awping. set it up so the soft pull is aiming and the hard pull is firing
dual functions of the controllers brought me back to some games that would also do this to incorporate into gameplay, like MGS3 with it's CQC system.
I'd like to see a steam deck only CSGO competition
You can turn up the haptics to imitate a click/transition between full and half pull, but I will point out that the steam controller did have an actual click to do a full pull. It feels really nice.
These thumbnails are getting out of hand. I love it
I wish my thumbnails were this good
things I did not expect to see today: philip giving steamdeck the head
shoutout to bungie/halo for making an amazing controller layout when halo first came to the xbox in 2001. people overlook how much a good control scheme (as well as auto aim) affects the user experience in games, especially console shooters.
I got the notification for this video while I was getting groceries. Ended up cackling loudly in the milk aisle
The trigger thing makes way more sense when you consider their first controller, the Steam Controller. They have dual stage triggers, which have an analog range with a physical button at the end of it. If being used for digital actions, using the analog portion as a simple threshold is called "soft pull", while actually going far enough to click the button at the end is called "full pull".
The Deck got rid of the button at the end, because Valve said people found it weird (they did similar for their index controllers in vr). We cant have nice things because its too unfamiliar it seems :/
You can still do multiple levels on a single stage analog trigger by setting each level at a further pull, but there is no hard stop before the second in that situation so it doesn't work as well.
With a game as big as CS:GO, you will have people who doesn't understand things as a whole/who simply wishes to do things differently. And Valve is directly responsible for both the hardware's software, and the game's software, so while they have the wiggle room to tweak stuff, they have the full responsibility when things go wrong.
Controllers are honestly hard to learn, and are even harder to master. It's honestly not a huge whiff that you missed/misunderstood such little stuff. And games since PS2 times "mostly" didn't have two buttons having the same purpose.
The knob is, indeed, touch sensitive!
What a thumbnail! My compliments to the chef.
I think I'm hallucinating because I think I saw Mr. Phil smile in the first few seconds of the video.
"No, B-- Bill! Sto-- BILL YOU CAN'T EAT THAT"
amazing intro philip
I played PUBG Mobile kind of professionaly on my phone in the past and I can tell you that the best control for FPS (fast and accurate movements, convenient recoil control) is a sensor+gyro. (I mean, wide quick motion you can do by your fingers and small adjustments is your gyro.) But first you need to learn how to keep your device steady, without moving it when you walking or jumping. You also need to fine tune the sensitivity of the gyroscope.
I really disagree with the idea that valve should make a standardized control scheme. One of the INTEGRAL points of the steam deck is that it has so many control options (gyro, sticks, touchpad) that you can configure it uniquely to fit every game and person individually.
As a guy who used to play Melee religiously in middle and high school, you can actually get very good at variable pressure application to buttons in very intense scenarios. You just aren't used to it.
Thumbnail was the only reason I clicked.
Not a controller user, but your video before made the steamdeck seem like a really solid attempt at making a PC game function with a brand new controller scheme, and that you had good feedback. The fact you say that the controls were even LESS silly that you made them seem makes me feel like valve basically hit the nail on the head first try.
I heard it's one guy that's in charge of CSGO's control scheme and he has a team of csgo players exclusively using the deck/gyro controllers giving him feedback. Which is pretty awesome
This thumbnail... a true masterpiece....
i was stuck for SOOOOO long at that Eye bit in Alyx omggg
2:00 I really wouldnt blame yourself there, the controller map did not indicate a half press well
1:52 no I don't understand what that icon means, it does not make clear sense to me either, Valve really need to change it, and I agree with you that it is bad to make the trigger button do 2 things with just different force of triggering
For the trigger pull doing two things at once thing: I think that makes sense considering "Stop moving, shoot" aiming scheme Counter-Strike tends to be.
Heck, Returnal does something similar to CSGO's Deck Trigger setup, but they made it clicks thanks to DualSense Adaptive Triggers features.
We can now do it with Analog Joystick, but I argued it's quicker to do it with a Button press...geez, if only Valve added the same Dual-Stage Triggers tech from Steam Controller or added support for DualSense Controller's Adaptive Triggers...
Icons needs to change tho.
Even Big Picture Mode's Digital Press icon is more clearer than Steam Deck UI one.
I remembered the old days of Philip eating Pineapple after seeing the thumbnail 🤣😆
Thanks for the update on steam deck too Philip 😄
Valve is one of the game Dev that makes some feature and make some cool improvements to things. But what they change is kinda unnotice most of the time.
Sometimes people just ask to where to find it and complain about the problem without knowing that is already fix or already in the system. Valve is so good at making good things that people hard to find it. This is why "Valve communication" is need to be improved. and The UI in their software and Website is need to be improved (if you are familiar with Valves like the people watching and subs this channel is ok, but for the general public who just stumble on Valve, t's kinda hard. But I give kudos to Valve support who probably got asked many times about the same question.). IMO
The flick camera movement sounds god awful to use as a console pleb myself
Glorious thumbnail you got there
its not bad if you get things wrong on a review because it shows the real world experience some people might have
I feel like I’ve heard that intro sound before hmmm
Making a good bindings on deck is an art of its own
it is super flexible, tho, probably to boost performance, some features don't work when you run a game from steam os
We're still in the Wild West phase of universally-agreed gamepad config for something like CS:GO. We might need another Thresh to figure out the optimum config.
Plus, you'd have to account the amount of buttons a typical Gamepad has.
I am a little disappointed that the dog didn't tackle you
I got stuck on that half life alyx puzzle for 15 minutes but didn't even mind because the game was so pretty and I was streaming to my discord server so my friends and I were just discussing the environment / theorizing on lore and such.
ty for the pics of UBER GABEN sticking his arm into his face
the trigger soft pull works a lot better on the steam controller, since it had a very obvious click on the full pull
It's interesting to see someone talk so much about the default controls so much. I guess I'm just so far into the steam ecosystem with the steam controller, steam input, and now the steam deck that I basically never use the defaults for anything. Why nitpick about the defaults when valve gives you the tools to make every little thing exactly how you want.
How could you not click on this video with that thumbnail...
Also, I think it's time to revisit the M4A1-S with the new update, mainly the changes it went through in comparison to how it is in its current state.
Great video m8 🥹❤️🥷🥷
Valve watches this video like "damn, we should hire this klicks-guy"
Flick stick? THANK YOU! More games need to implement it!
Waiting patiently for your assessment of the new Ancient changes, M4A1-S nerf, eg. I'm sure you will be the one to tell us what's what.
Well I'm glad I'm not the only one who got stuck in that part of Half life Alyx.
To give you some credit on the whole 3 actions mapped to a trigger issue, you weren't the only one that experienced issues getting the scoping to activate. I was messing around playing the game with a dualshock 4 a while ago, and while I knew about that whole different action depending on how much you pressed the trigger. I for the life of me, no matter what I tried could not get scoping to work. Now mind you, I don't know how different the Steam Decks triggers are to that of the Dualshock 4, if they're even different at all mind you. But I wanted to say that you likely weren't the only person to experience a similar issue with the controller based control scheme.
NO! you cut the nice dog off dangit Phillip
I think it's stupid that they removed the full press button that the S. Controllers used to have and then still gave a single button 3 actions, because that button actually gave you a (weak and very little tangiblity) physica response and required you to click the button and not just pull it.
Some concessions have to be made. The steamdeck is already an input wonderland. Having triggers like that on a portable device would have impacted comfort and robustness.
@@GamerMGO They themselves have said that it's because people didn't use it, and they're not wrong, considering it was very easy to press making it useless. All they had to do was make it so it required a deliberate press by the user and it may have been more used.