I don't like it, it feels weird to modulate vertical pressure on a control that generally modifies horizontal movement. Accidental press is still an issue cue me panicking as Starscourge Radahn is...
I don't like it, it feels weird to modulate vertical pressure on a control that generally modifies horizontal movement. Accidental press is still an issue cue me panicking as Starscourge Radahn is bearing down on me after I accidentally dismounted from Torrent
Honestly, all these people who say it's difficult seem completely absurd to me. Even when the stick is all the way forward, it is about the easiest action in the world. I even accidentally press...
Honestly, all these people who say it's difficult seem completely absurd to me. Even when the stick is all the way forward, it is about the easiest action in the world. I even accidentally press it all the time.
Obviously there must be more going on, but I don't comprehend how anyone could have any issues with it.
I don't find it difficult, per se, I just find that it feels uncomfortable and unpleasant. Not enough to be absolutely repulsive or anything, it just has a... strange feel to it.
I don't find it difficult, per se, I just find that it feels uncomfortable and unpleasant. Not enough to be absolutely repulsive or anything, it just has a... strange feel to it.
This is the way to word it. It's not literally physically difficult, it's just uncomfortable, even annoying. I'm having to keep pressure down on my left thumb, while also moving the stick around....
This is the way to word it. It's not literally physically difficult, it's just uncomfortable, even annoying. I'm having to keep pressure down on my left thumb, while also moving the stick around. For me, that often means I don't keep it pressed down the whole time. Especially when moving the stick from like far left to far right.
When moving the stick right, my thumb isn't fully in contact with the stick anymore; rather it's like my thumb is pushing the stick at an angle. Which makes for awkward downward motion, especially if I need to keep it held down.
Maybe it should be on/off toggle hold. If I press it the first time, sprinting is on. Press it again, sprinting is off. I often do this on PC FPSs for crouch and ADS. This way I'm not holding down a key/button the whole time I'm crouch walking or ADSing.
I feel like my thumb is shorter than most or something, but basically for me when the stick is rocked all the way forward, I rock my thumb all the way forwards so my thumb tip isn't in contact...
I feel like my thumb is shorter than most or something, but basically for me when the stick is rocked all the way forward, I rock my thumb all the way forwards so my thumb tip isn't in contact with the stick, the first joint in my thumb is in contact with the bottom of the thumb stick platform.
Then if I need to click in to hit L3, I have to do this weird application of pressure because my thumb isn't making contact in the direct center of the stick, so its not a straight push down. Instead I kind of have to bend my thumb to create a hook and hang that onto the edge of the thumb stick to pull down and in.
Awkward and uncomfortable is definitely the word for it.
It happens on some controllers more than others. Like a switch is built for children, no problem there. The PlayStation left thumb stick is positioned below the select button. Not much of a problem. On an Xbox controller it's where the dpad normally sits (which I actually enjoy as a default natural position), but it definitely makes my L3 clicking issue the most noticable.
Have you tried just pushing it straight down even though the stick is at an angle? That is what I do naturally, and it has never felt awkward to me. Ultimately the button direction is parallel to...
Have you tried just pushing it straight down even though the stick is at an angle? That is what I do naturally, and it has never felt awkward to me. Ultimately the button direction is parallel to the stick at top dead center, so your goal is to push it parallel to that, not parallel to the stick direction when tilted up. When moving forward, my thump is pressing the bottom ring of the stick. I just press that bottom ring further into the controller and it’s about as natural as can be.
I think everyone pushes straight down. The physics are just suboptimal. We have a lever with a button under the bottom edge. The force to the button is a function of the sin of the lever's angle....
I think everyone pushes straight down. The physics are just suboptimal. We have a lever with a button under the bottom edge. The force to the button is a function of the sin of the lever's angle. I think that's my biggest annoyance along with the ability to accidentally press L3/R3 when trying to change direction.
As someone who doesn’t mind L3 to sprint, I think you may have figured out the disconnect between the people who don’t mind and the people who hate it. Holding it down to sprint sounds absolutely...
As someone who doesn’t mind L3 to sprint, I think you may have figured out the disconnect between the people who don’t mind and the people who hate it. Holding it down to sprint sounds absolutely awful. I am sure it exists somewhere, but I have never played a game where that was the default. If it was hold, I would be as vocally against it as some of the people here. But when it’s toggle, is it really that bad?
I’ll keep my L3 to sprint (toggle), and I won’t judge devs for that being default.
Its gotta have something to do with either A. Hand size or B. The way they are gripping the controller. I have long thumbs, so maybe thats why its not a big deal to me.
Its gotta have something to do with either A. Hand size or B. The way they are gripping the controller. I have long thumbs, so maybe thats why its not a big deal to me.
Back paddles alone are a huge improvement. Controllers are so bad in general compared to MnK that I actually prefer four finger touch screen controls on phone games over them.
Back paddles alone are a huge improvement. Controllers are so bad in general compared to MnK that I actually prefer four finger touch screen controls on phone games over them.
Stick-click buttons are an absolute abomination that never should have happened. They're bad for hands, for gameplay, and for controllers. There's not one upside to them. They are just such a...
Stick-click buttons are an absolute abomination that never should have happened. They're bad for hands, for gameplay, and for controllers. There's not one upside to them. They are just such a stunningly bad idea.
Nowadays, though, controller makers have finally allowed us a few more buttons to use, and we can remap the stick clicks to something actually viable and erase that mistake, especially since we're crippled anyway and most things won't recognize buttons that aren't already present on the system's standard controller. Having to hard-remap the controller using things that are already there would be even dumber if not for salvaging L3 and R3.
With my current under-buttons, it's been pretty nice having R3 and L3 usable, both for extra functionality options and relief from trying to get devs to stop designing things so badly on stick clicking. Too many devs just don't listen about controller play.
I have noticed this due to all the games that require L3 to sprint but this is purely a mechanical issue, not a controls issue. I don't think the solution here should be to discourage developers...
I have noticed this due to all the games that require L3 to sprint but this is purely a mechanical issue, not a controls issue. I don't think the solution here should be to discourage developers from using an otherwise handy and intuitive button, it should be on the controller manufacturers to improve in their next versions. We have had Xbox controllers alone long enough to see and experience the small but significant incremental changes over time. This is not outside the realm of iteration.
L3 is pretty intuitive for sprint on a controller, I like it better than some of the other options (e.g. trigger buttons, holding a face button). I don't believe it's the button "everyone hates having to use". Developers have been mitigating the use of it for a long time now: you click in and then move it, and the character will sprint accordingly in that direction.
Pushing a stick all the way north and then clicking it in is an awkward movement. I can feel my thumb locking just trying it. You have to push your thumb up, then hook it backwards a bit and apply pressure. It's highly uncomfortable. It's easier from all the way left, or right, or even down, but that's not the primary sprinting direction when playing games. I don't think many people who have become comfortable with controller use are really going all the way to the edge before they click down.
The article highlights the hardware issue pretty well: the lever is centred and moving the stick makes it more difficult to press because the button comes in at an angle. This is not dissimilar to how some of the shoulder buttons have been adjusted over revisions, where angling the buttons for comfort required adjusting how buttons on the circuit board get pressed. A bit of protruding plastic or metal shaped just right could address this.
This basic joystick mechanism has been a commonplace thing for decades at this point. While, sure, it would be a good thing for them to improve upon it, it's dumb that developers decide to use...
This basic joystick mechanism has been a commonplace thing for decades at this point. While, sure, it would be a good thing for them to improve upon it, it's dumb that developers decide to use this if they know that the experience is unpleasant.
Honestly, I think the stupid thing is that you need a sprint button at all. Analog joysticks provide a range of input values. If you need to run faster, you should just tilt the stick further. It's always bothered me that so many games tend to have only 2 or 3 speeds to move your character. But I don't necessarily blame them for that, either, because analog sticks tend to be designed pretty poorly; they are elevated too far above the pad surface and it makes it harder to get those fine movements correctly.
If the experience of clicking the stick was universally unpleasant then it would have been done away with by now, gone the way of pressure sensitive buttons. It has room for improvement but it's...
If the experience of clicking the stick was universally unpleasant then it would have been done away with by now, gone the way of pressure sensitive buttons. It has room for improvement but it's not a fundamentally bad idea or one that many people just cannot get a feel for. It's been seeing increased utility over multiple generations now because many have found it to be more convenient than not.
The standard has changed so that "sprint" is not merely moving at full speed with full mobility anymore, but moving at an extra rate of speed with lessened mobility. In many shooters, this also means removing the ability to shoot (or reload) while moving. It is supposed to be a discrete mechanic beyond the base movement mechanics. Controlling it all through the extremity of analogue stick input would require a lot more fine dexterity than many people are used to in games.
The vast majority of games I've ever played completely ignore the button in the joysticks. So it's not really "the standard" except in a relatively small subset of games. In fact, the only games I...
The vast majority of games I've ever played completely ignore the button in the joysticks. So it's not really "the standard" except in a relatively small subset of games. In fact, the only games I personally see with that setup are games where there are no other buttons available, so it seems pretty safe to assume that it's generally considered to be a last choice option.
I take it you're not playing many action games? I recently played multiple AA and AAA action games made at various points the last four years that had LS as the sprint button. Many of them offer...
I take it you're not playing many action games? I recently played multiple AA and AAA action games made at various points the last four years that had LS as the sprint button. Many of them offer alternate control schemes which shift the controls around but the default is LS to sprint in them. Games like Horizon Zero Dawn, God of War, Flintlock, Ghosts of Tsushima, and COD Modern Warfare 3. The ones that still used A/X to sprint have been Rockstar games and the Witcher 3.
TBH I haven't been playing many games in general for most of this year, but I've played 2/5 of the games you have listed and a demo of two of them and all of them had the overloaded button layouts...
TBH I haven't been playing many games in general for most of this year, but I've played 2/5 of the games you have listed and a demo of two of them and all of them had the overloaded button layouts I mentioned. Rockstar games tend to have relatively simpler controls thanks to being built around context switching (i.e. different controls on foot than in cars). Though to be fair that may just be my impression from having played a bunch of them for a long time, and they tend to have very similar controls.
It's only fair to mention that for the past ~10 years I have been slowly decreasing the amount of AAA games that I have been playing. I played probably the first 1/3rd of the sequel to Horizon Zero Dawn and 15 minutes of God of War Ragnarok. The "amusement park with cutscenes" style of design that is all over the place right now has worn thin on my patience, and it usually goes hand in hand with complex controls which bother me when I put the game down for a while and come back to it and have to re-learn the subtleties again. Sometimes it feels like their controls are more complex than flight sims.
Yes, this is one of my biggest pet peeves! I've gone out of my way to rebind this input for games on my Steam Deck sometimes, because it just feels dreadful. I think for me it's 90% the angle and...
Yes, this is one of my biggest pet peeves! I've gone out of my way to rebind this input for games on my Steam Deck sometimes, because it just feels dreadful. I think for me it's 90% the angle and distance from the physical button; it's just such an awkward position to press.
It's so much nicer to have the left stick sprint when you hit the outer edge. The Deck/Steam Controller handles it so well when mapping WASD+sprint to the stick.
It's so much nicer to have the left stick sprint when you hit the outer edge. The Deck/Steam Controller handles it so well when mapping WASD+sprint to the stick.
Interesting article, but I really don’t understand how people think it’s an awkward movement. I even went and tested it on some controllers to make sure I wasn’t misremembering. Tried on a...
Interesting article, but I really don’t understand how people think it’s an awkward movement. I even went and tested it on some controllers to make sure I wasn’t misremembering. Tried on a dualsense, switch pro, and a steam deck, and they all feel just fine. I don’t get it. It’s a completely natural movement for me. If some people don’t like it, that’s fine, but having that be the default doesn’t seem like “the developer admitting defeat”.
Everyone's got different wrists. Used to have no problem engaging it but, depending on the game and whatever 'normal' movent is in that, it can cause me wrist pain to activate L3 while pushing it...
I really don’t understand how people think it’s an awkward movement.
Everyone's got different wrists. Used to have no problem engaging it but, depending on the game and whatever 'normal' movent is in that, it can cause me wrist pain to activate L3 while pushing it away.
So this is a bit off topic, but I feel kinda strongly about default control schemes for controllers especially in FPSes, and usually end up remapping them as much as possible plus spending the...
So this is a bit off topic, but I feel kinda strongly about default control schemes for controllers especially in FPSes, and usually end up remapping them as much as possible plus spending the first week of a game tweaking the layout.
Take something like Destiny 2 or Apex Legends. Controllers are pretty terribad for movement shooters. In this case the primary rule I have is that anything that requires fine aim must be off the right stick side of the controller, this is pretty limiting, so what I end up doing as a base is:
ADS goes to right trigger, fire goes to left (because pulling the right trigger to fire throws off your aim with the right stick). ADS first with right trigger, aim with right stick, then fire with left trigger works much better.
Jump goes to top right bumper, because you do not want to take your thumb off the right stick to press any of the right side face buttons. Right bumper still messes up your aim a bit, but not as much as losing complete control by moving your thumb off the stick.
Throwables go on top left bumper so you can still aim with right stick, without messing your aim up from moving your right hand as would happen if you chose any right side button.
Sprint goes anywhere except for left stick press because pushing it on accident will cancel all the things at always the wrong time. You also get to figure out where tf to put crouch.
After this you play for a week and make small adjustments to keybinds whenever something annoys you....or you just switch to MnK (if possible), or go to PC gaming because controllers are awful for FPS games.
I had a lot of time on my hands during COVID and WFH, my laptop graphics car died, and my friend sold me his old XBOX One for $100 when he upgraded. So as a MnK PC gamer it was a truly memorable...
I had a lot of time on my hands during COVID and WFH, my laptop graphics car died, and my friend sold me his old XBOX One for $100 when he upgraded.
So as a MnK PC gamer it was a truly memorable experience setting up that damn controller (plus fixing sticking keys), I even taught myself claw grip 🤣
I tried learning Dvorak, it didn't stick. I could tell it was better, but switching back to QWERTY on lab computers made things very confusing.
For a long time I gamed on PC with a Logitech G F710 controller—the same one, yes, used on the imploded Titanic submersible from a year ago. Not only did this controller have stiff, awkward...
For a long time I gamed on PC with a Logitech G F710 controller—the same one, yes, used on the imploded Titanic submersible from a year ago. Not only did this controller have stiff, awkward thumbsticks, if the thumbsticks were pushed anywhere near the edge, you couldn't press L3 or R3 at all. You just couldn't do it. The design of the controller didn't allow it.
Absolutely the worst controller I've ever used. But it got me used to rebinding sprint from L3.
I guess I can't relate to this. I've never had issues with L3 to sprint, except maybe occasionally sprinting when I didn't intend to.
Yeah, whenever I have an L3-related issue it’s usually an accidental press, not something else.
I don't like it, it feels weird to modulate vertical pressure on a control that generally modifies horizontal movement. Accidental press is still an issue
cue me panicking as Starscourge Radahn is bearing down on me after I accidentally dismounted from Torrent
Bruh the times I've been crouchpoking a boss instead of charging a heavy attack is immeasurable.
Honestly, all these people who say it's difficult seem completely absurd to me. Even when the stick is all the way forward, it is about the easiest action in the world. I even accidentally press it all the time.
Obviously there must be more going on, but I don't comprehend how anyone could have any issues with it.
I don't find it difficult, per se, I just find that it feels uncomfortable and unpleasant. Not enough to be absolutely repulsive or anything, it just has a... strange feel to it.
This is the way to word it. It's not literally physically difficult, it's just uncomfortable, even annoying. I'm having to keep pressure down on my left thumb, while also moving the stick around. For me, that often means I don't keep it pressed down the whole time. Especially when moving the stick from like far left to far right.
When moving the stick right, my thumb isn't fully in contact with the stick anymore; rather it's like my thumb is pushing the stick at an angle. Which makes for awkward downward motion, especially if I need to keep it held down.
Maybe it should be on/off toggle hold. If I press it the first time, sprinting is on. Press it again, sprinting is off. I often do this on PC FPSs for crouch and ADS. This way I'm not holding down a key/button the whole time I'm crouch walking or ADSing.
I feel like my thumb is shorter than most or something, but basically for me when the stick is rocked all the way forward, I rock my thumb all the way forwards so my thumb tip isn't in contact with the stick, the first joint in my thumb is in contact with the bottom of the thumb stick platform.
Then if I need to click in to hit L3, I have to do this weird application of pressure because my thumb isn't making contact in the direct center of the stick, so its not a straight push down. Instead I kind of have to bend my thumb to create a hook and hang that onto the edge of the thumb stick to pull down and in.
Awkward and uncomfortable is definitely the word for it.
It happens on some controllers more than others. Like a switch is built for children, no problem there. The PlayStation left thumb stick is positioned below the select button. Not much of a problem. On an Xbox controller it's where the dpad normally sits (which I actually enjoy as a default natural position), but it definitely makes my L3 clicking issue the most noticable.
Have you tried just pushing it straight down even though the stick is at an angle? That is what I do naturally, and it has never felt awkward to me. Ultimately the button direction is parallel to the stick at top dead center, so your goal is to push it parallel to that, not parallel to the stick direction when tilted up. When moving forward, my thump is pressing the bottom ring of the stick. I just press that bottom ring further into the controller and it’s about as natural as can be.
I think everyone pushes straight down. The physics are just suboptimal. We have a lever with a button under the bottom edge. The force to the button is a function of the sin of the lever's angle. I think that's my biggest annoyance along with the ability to accidentally press L3/R3 when trying to change direction.
Its different between controllers. Some it's fine, others it's awkward.
As someone who doesn’t mind L3 to sprint, I think you may have figured out the disconnect between the people who don’t mind and the people who hate it. Holding it down to sprint sounds absolutely awful. I am sure it exists somewhere, but I have never played a game where that was the default. If it was hold, I would be as vocally against it as some of the people here. But when it’s toggle, is it really that bad?
I’ll keep my L3 to sprint (toggle), and I won’t judge devs for that being default.
Which game makes you hold L3 to sprint?
I still don't get that at all. It's so easy for me. Down+Left is a little weird to me but every direction is quite nice, honestly.
Its gotta have something to do with either A. Hand size or B. The way they are gripping the controller. I have long thumbs, so maybe thats why its not a big deal to me.
I got a controller with back paddles and mapped them to L3/R3. It is a huge improvement.
Back paddles alone are a huge improvement. Controllers are so bad in general compared to MnK that I actually prefer four finger touch screen controls on phone games over them.
Stick-click buttons are an absolute abomination that never should have happened. They're bad for hands, for gameplay, and for controllers. There's not one upside to them. They are just such a stunningly bad idea.
Nowadays, though, controller makers have finally allowed us a few more buttons to use, and we can remap the stick clicks to something actually viable and erase that mistake, especially since we're crippled anyway and most things won't recognize buttons that aren't already present on the system's standard controller. Having to hard-remap the controller using things that are already there would be even dumber if not for salvaging L3 and R3.
With my current under-buttons, it's been pretty nice having R3 and L3 usable, both for extra functionality options and relief from trying to get devs to stop designing things so badly on stick clicking. Too many devs just don't listen about controller play.
I have noticed this due to all the games that require L3 to sprint but this is purely a mechanical issue, not a controls issue. I don't think the solution here should be to discourage developers from using an otherwise handy and intuitive button, it should be on the controller manufacturers to improve in their next versions. We have had Xbox controllers alone long enough to see and experience the small but significant incremental changes over time. This is not outside the realm of iteration.
L3 is pretty intuitive for sprint on a controller, I like it better than some of the other options (e.g. trigger buttons, holding a face button). I don't believe it's the button "everyone hates having to use". Developers have been mitigating the use of it for a long time now: you click in and then move it, and the character will sprint accordingly in that direction.
Pushing a stick all the way north and then clicking it in is an awkward movement. I can feel my thumb locking just trying it. You have to push your thumb up, then hook it backwards a bit and apply pressure. It's highly uncomfortable. It's easier from all the way left, or right, or even down, but that's not the primary sprinting direction when playing games. I don't think many people who have become comfortable with controller use are really going all the way to the edge before they click down.
The article highlights the hardware issue pretty well: the lever is centred and moving the stick makes it more difficult to press because the button comes in at an angle. This is not dissimilar to how some of the shoulder buttons have been adjusted over revisions, where angling the buttons for comfort required adjusting how buttons on the circuit board get pressed. A bit of protruding plastic or metal shaped just right could address this.
This basic joystick mechanism has been a commonplace thing for decades at this point. While, sure, it would be a good thing for them to improve upon it, it's dumb that developers decide to use this if they know that the experience is unpleasant.
Honestly, I think the stupid thing is that you need a sprint button at all. Analog joysticks provide a range of input values. If you need to run faster, you should just tilt the stick further. It's always bothered me that so many games tend to have only 2 or 3 speeds to move your character. But I don't necessarily blame them for that, either, because analog sticks tend to be designed pretty poorly; they are elevated too far above the pad surface and it makes it harder to get those fine movements correctly.
If the experience of clicking the stick was universally unpleasant then it would have been done away with by now, gone the way of pressure sensitive buttons. It has room for improvement but it's not a fundamentally bad idea or one that many people just cannot get a feel for. It's been seeing increased utility over multiple generations now because many have found it to be more convenient than not.
The standard has changed so that "sprint" is not merely moving at full speed with full mobility anymore, but moving at an extra rate of speed with lessened mobility. In many shooters, this also means removing the ability to shoot (or reload) while moving. It is supposed to be a discrete mechanic beyond the base movement mechanics. Controlling it all through the extremity of analogue stick input would require a lot more fine dexterity than many people are used to in games.
The vast majority of games I've ever played completely ignore the button in the joysticks. So it's not really "the standard" except in a relatively small subset of games. In fact, the only games I personally see with that setup are games where there are no other buttons available, so it seems pretty safe to assume that it's generally considered to be a last choice option.
I take it you're not playing many action games? I recently played multiple AA and AAA action games made at various points the last four years that had LS as the sprint button. Many of them offer alternate control schemes which shift the controls around but the default is LS to sprint in them. Games like Horizon Zero Dawn, God of War, Flintlock, Ghosts of Tsushima, and COD Modern Warfare 3. The ones that still used A/X to sprint have been Rockstar games and the Witcher 3.
TBH I haven't been playing many games in general for most of this year, but I've played 2/5 of the games you have listed and a demo of two of them and all of them had the overloaded button layouts I mentioned. Rockstar games tend to have relatively simpler controls thanks to being built around context switching (i.e. different controls on foot than in cars). Though to be fair that may just be my impression from having played a bunch of them for a long time, and they tend to have very similar controls.
It's only fair to mention that for the past ~10 years I have been slowly decreasing the amount of AAA games that I have been playing. I played probably the first 1/3rd of the sequel to Horizon Zero Dawn and 15 minutes of God of War Ragnarok. The "amusement park with cutscenes" style of design that is all over the place right now has worn thin on my patience, and it usually goes hand in hand with complex controls which bother me when I put the game down for a while and come back to it and have to re-learn the subtleties again. Sometimes it feels like their controls are more complex than flight sims.
The type of stuff I actually like to have on L3/R3 is "center camera" and "lock on target" stuff where a misclick isn't a problem.
That and WASD is on/off. So jog, with a sprint/walk toggle is pretty much the default on pc.
Yes, this is one of my biggest pet peeves! I've gone out of my way to rebind this input for games on my Steam Deck sometimes, because it just feels dreadful. I think for me it's 90% the angle and distance from the physical button; it's just such an awkward position to press.
It's so much nicer to have the left stick sprint when you hit the outer edge. The Deck/Steam Controller handles it so well when mapping WASD+sprint to the stick.
Interesting article, but I really don’t understand how people think it’s an awkward movement. I even went and tested it on some controllers to make sure I wasn’t misremembering. Tried on a dualsense, switch pro, and a steam deck, and they all feel just fine. I don’t get it. It’s a completely natural movement for me. If some people don’t like it, that’s fine, but having that be the default doesn’t seem like “the developer admitting defeat”.
Everyone's got different wrists. Used to have no problem engaging it but, depending on the game and whatever 'normal' movent is in that, it can cause me wrist pain to activate L3 while pushing it away.
So this is a bit off topic, but I feel kinda strongly about default control schemes for controllers especially in FPSes, and usually end up remapping them as much as possible plus spending the first week of a game tweaking the layout.
Take something like Destiny 2 or Apex Legends. Controllers are pretty terribad for movement shooters. In this case the primary rule I have is that anything that requires fine aim must be off the right stick side of the controller, this is pretty limiting, so what I end up doing as a base is:
ADS goes to right trigger, fire goes to left (because pulling the right trigger to fire throws off your aim with the right stick). ADS first with right trigger, aim with right stick, then fire with left trigger works much better.
Jump goes to top right bumper, because you do not want to take your thumb off the right stick to press any of the right side face buttons. Right bumper still messes up your aim a bit, but not as much as losing complete control by moving your thumb off the stick.
Throwables go on top left bumper so you can still aim with right stick, without messing your aim up from moving your right hand as would happen if you chose any right side button.
Sprint goes anywhere except for left stick press because pushing it on accident will cancel all the things at always the wrong time. You also get to figure out where tf to put crouch.
After this you play for a week and make small adjustments to keybinds whenever something annoys you....or you just switch to MnK (if possible), or go to PC gaming because controllers are awful for FPS games.
/rant
This is the Dvorak of controller layouts. I commend you, but I also no longer have the time to invest optimizing these sorts of things any longer.
I had a lot of time on my hands during COVID and WFH, my laptop graphics car died, and my friend sold me his old XBOX One for $100 when he upgraded.
So as a MnK PC gamer it was a truly memorable experience setting up that damn controller (plus fixing sticking keys), I even taught myself claw grip 🤣
I tried learning Dvorak, it didn't stick. I could tell it was better, but switching back to QWERTY on lab computers made things very confusing.
For a long time I gamed on PC with a Logitech G F710 controller—the same one, yes, used on the imploded Titanic submersible from a year ago. Not only did this controller have stiff, awkward thumbsticks, if the thumbsticks were pushed anywhere near the edge, you couldn't press L3 or R3 at all. You just couldn't do it. The design of the controller didn't allow it.
Absolutely the worst controller I've ever used. But it got me used to rebinding sprint from L3.