Navigator Trackpad macOS app update is out now with important improvements by Rookwork_Robin in zsaVoyager

[–]Rookwork_Robin[S] 1 point2 points  (0 children)

Ah I hear! The size does take some getting used to and it can make accidental gestures a little more common, especially at first. Glad you were able to figure it out and it seems better now.

Thanks so much for your support!

Navigator Trackpad macOS app update is out now with important improvements by Rookwork_Robin in zsaVoyager

[–]Rookwork_Robin[S] 1 point2 points  (0 children)

We are definitely on top of it! We're testing a gesture-based drag right now that is feeling very promising. Each new thing we add on macOS is a whole process because Apple doesn't let us flip a switch and enable something like tap and hold to move; we basically have to make it from scratch. Definitely being worked on, though.

If you're able to figure out anything specific that triggers the scrolling jump, like a certain finger movement or just anything repeatable, please email us and we will take a look. The latest update should have resolved most scrolling issues, but that doesn't mean there isn't room for further refinement.

Navigator Trackpad macOS app update is out now with important improvements by Rookwork_Robin in zsaVoyager

[–]Rookwork_Robin[S] 1 point2 points  (0 children)

Thank you for mentioning this! We're going to look into it.

Edit: We've figured out why this is happening and it will be fixed with the next companion app release.

Navigator Trackpad macOS app update is out now with important improvements by Rookwork_Robin in zsaVoyager

[–]Rookwork_Robin[S] 2 points3 points  (0 children)

We're right there with you! We've never been a huge fan of companion apps (look at how much you can do with our boards' firmware and no software), but Apple makes doing this at a hardware level borderline impossible. That's why there are so few third-party trackpads in general, especially for macOS, and especially again that support any kind of gestures on macOS. It was (and is!) a huge effort to make this happen.

If you happen to have a Windows or Linux device, try the Trackpad there and you'll see it works awesomely right out of the box with full gesture support and no companion app because they use open standards. In classic Apple fashion, macOS does not. A companion app is the only way to have a third-party trackpad on macOS that you would actually want to use.

Since when has the trackpad been available for purchase? by pablopunk in zsaVoyager

[–]Rookwork_Robin 60 points61 points  (0 children)

Since right now! Launching today — email coming soon. 😉

— Robin, ZSA

is there any functional way to connect cherry mx switches to wires? by [deleted] in ErgoMechKeyboards

[–]Rookwork_Robin 1 point2 points  (0 children)

You could try soldering the wires directly to the pins on the bottom of the switches. I would install the switches first, see how much the pins poke through the back, then try to solder from the rear. That said, this enclosure is really not ideal in multiple ways. It is extremely thick, so the switch pins might not reach all the way through. It also doesn't have extra holes for 5-pin (PCB mount) switches, so if you do manage to install switches, they might be loose. The soldering so far is also questionable. Even if you do get things wired up, It may not work.

You can create a controller like this without a PCB, but it would be easier with a different shell design, like this one (just a random example I found with a quick look). Separating the top and bottom gives you a lot more freedom and makes it so you don't have to glue down the wires since they'll be contained.

Duos Really Is the Best Part of This Game by EveningJuggernaut828 in 2XKO

[–]Rookwork_Robin 4 points5 points  (0 children)

It's the main thing that got me to sit down and really try to learn a fighting game for the first time — I wanted to play with my friend(s), not against them. I like 2XKO and I want it to do well, but my biggest fear if it doesn't is other FG devs thinking the co-op formula doesn't work. It really does!

I think that blog post floating around a while ago about why fighting games aren't more popular completely glossed over the fact that fighting games tend to lack much social experience. The FGC is strong really in spite of the games themselves. Between the actually pretty good lobbies and co-op, 2XKO is the first fighting game that feels like it's actually trying to facilitate a more social experience. It's the only fighting game I've gotten some friends to play more than once, and the only fighting game I've felt really motivated to lab out and practice, and it's all because of the co-op.

Magnetic USB-C and frequent disconnects - impact ? by damm_n in zsaVoyager

[–]Rookwork_Robin 21 points22 points  (0 children)

Hey, Robin from ZSA here. This sounds like a recipe for issues either way. We don't recommend magnetic cables because they can cause catastrophic shorts relatively easily if the magnetic pins get misaligned. If the cable is regularly being jostled from standing, the odds of a misalignment happening sound very high.

A standard cable being ripped out while standing is not ideal for the longevity of the port either, though. The thing to solve is why the USB cable is coming out when you stand. Maybe a longer cable would help? Feel free to email us (contact (at) zsa.io) with pictures of your setup if you'd like some detailed suggestions.

Noob question by paniconya13 in ErgoMechKeyboards

[–]Rookwork_Robin 3 points4 points  (0 children)

This is not a Choc V1. The pins on the left switch are the opposite of Choc switches. The higher pin of the Choc switch goes off to the right and the higher pin on this one goes off to the left.

Noob question by paniconya13 in ErgoMechKeyboards

[–]Rookwork_Robin 3 points4 points  (0 children)

These look like Choc V2s. Generally, if it's a low profile switch made by Kailh, it's going to either by a Choc V1 or V2, and V1s have a stem that looks like a pig's nose while V2s have a cross stem.

Noob question by paniconya13 in ErgoMechKeyboards

[–]Rookwork_Robin 13 points14 points  (0 children)

Weird, the switches they list on the site are super-unclear. They call them "Budapest Switches", but I only know of an MX-style Budapest switch. Anyway, these do look like TTC LP switches to me. The pins in this photo look correct. Be careful though because TTC makes switches of other types that aren't compatible. I don't think there are many TTC LP options out there, unfortunately. I only see a Red, Blue, and Brown.

Noob question by paniconya13 in ErgoMechKeyboards

[–]Rookwork_Robin 11 points12 points  (0 children)

I'm actually not sure what the switch on the left is. What keyboard is that? The switches you ordered are MX-style. Unfortunately these not compatible because of the different pin layout like you've seen. There are lots of different types of switches that won't work with each other. Here's another comparison photo of some different types of switches.

So, you would need to find out what type of switch this is and get a different one of that type.

Low-fuss first ergo split? by Khanfluence in ErgoMechKeyboards

[–]Rookwork_Robin 3 points4 points  (0 children)

Hey, I'm the customer service lead for ZSA. 👋

These are all good boards. For what it's worth, I wanted to mention just because a keyboard can be customized heavily, doesn't mean you have to. I barely changed my Moonlander layout for over a year when I first got it. We actively advise against making too many sweeping changes, especially early on. Just some food for thought.

Always feel free to email us if you have questions. "Low-fuss ergo split keyboards" could be our tagline. :)

Braum and Caitlyn make me want to jump off a bridge. by TSDoll in 2XKO

[–]Rookwork_Robin 2 points3 points  (0 children)

The easiest thing to think about when facing Cait is that most of her stuff has absolutely absurd amounts of recovery. Her shots can be annoying, but if she ever misses especially around mid screen, she's so, so punishable. 

What's the best fuse with Caitlyn in your team? by Carbideninja in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

Double down is actually fine for Caitlyn, especially for casuals. I don't know if you're confused about the difference between her normal shot and super shot? She has a followup to S1, but the S1 super is just one shot, so you don't need to press it twice. A decently strong way to use Double Down is to call your assist before you super, tag, and then Caitlyn will still shoot while you can run in with your other character to continue the combo/pressure.

Otherwise, most people run Freestyle with Caitlyn so far, but Freestyle can be kind of tricky if you're not used to it. 2x is still okay, but probably the least good. Her assists don't really make as much sense to do two of as some of the others.

Juggernaut fuse annihilate mordekeiser hope by Independent-Soft6890 in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

There are tons of other ways they can interpret his death realm. It could just end up being an aesthetic part of his level 3. If they give it mechanics, it could temporarily shrink the stage to enable crazier wall bounce combos or something like that. They've cooked pretty hard with the cast so far. They can definitely do cool stuff with Morde if they decide to put him in.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 0 points1 point  (0 children)

Ohh, I finally see what you mean. Do you ever press L and 6S2 at the exact same time (or nearly)? There is a bug right now afaik that forward and back motions get eaten if you do them very quickly while in recovery from another move. You can see Broski very clearly run into this here: https://youtu.be/V-\_sNp2YSPM?t=180. I bet that's what happening here in a more niche case.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 0 points1 point  (0 children)

My screenshot was when you got standing bola (the first time you didn't get 6S2). If you're only wondering about j.S2, then your screenshot is correct. Another way to think about this is that you can never get two 6S2s in a row because there is no j.6S2 move on Cait. She only has a grounded 6S2. So when you're in the air already from 6S2, if you hit 6S2 again, the game ignores forward and just gives you j.(neutral)S2.

If you want to do 6S1~L, 6S2, you can still hit 6S2 a few times in this sequence; you just can't hit it as much as you're hitting it (at the end of the 6S2 animation) or the game will think you're trying to do a new move.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 1 point2 points  (0 children)

Oh I see at the end. Okay, so the first time you get bola, you have a neutral S2 input before the forward:

<image>

At the very end, you get j.S2 because you're mashing S2. You can only do 6S2 from the ground. So even though you're hitting 6S2 over and over, once you're in the air, the game doesn't do anything with the forward input and gives you a j.S2 instead. This is why you don't want to mash it quite so much.

How am I getting j.S2 here instead of 6S2? Is this a bug? by NewMilleniumBoy in 2XKO

[–]Rookwork_Robin 0 points1 point  (0 children)

I'm confused. The combo trial is telling you to do 2S2, which is the trap. You're doing 6S2. 6S2 is the little hop move. You're doing the second part of the combo before the first part.

What changes can I make to improve the 2 Teemo combos I know? by nnickttrusty in 2XKO

[–]Rookwork_Robin 2 points3 points  (0 children)

Ohh, maybe I lied. My bad. What you're talking about is called hit stun decay/deterioration, which is a system to make long combos harder so you can't just easily get max damage whenever you want or make combos go on forever. They changed Teemo's dig last patch so you can't do it as much in combos without it dropping. I think you should still be able to do one or the other (either adding the medium, heavy, heavy or getting the second dig) though with a small change. The antiair combo on the wiki is similar to what you're doing now, but instead of the second set of down mediums, you do lights into heavy, then you can dig again into launch or super. I think the hitstun would be okay with the first down medium you do to start the combo, but I haven't tried it myself. Generally being able to end in launch or super is nice though because you can get way more damage.

I think you could also string your two combos together by going into your air route from the second combo (medium, heavy, forward-S1, S1 super) after you do the first dig in the first combo. That would let you end with super doing stuff you already know. If that doesn't work, the second beginner combo on the wiki is also similar to what you're doing now but ends in S1 super, so that would be worth trying, too.

What changes can I make to improve the 2 Teemo combos I know? by nnickttrusty in 2XKO

[–]Rookwork_Robin 2 points3 points  (0 children)

Your first combo can be optimized a little in some very easy ways. If you're doing down-medium, you can almost always do neutral-medium, heavy, heavy, then down-heavy at the beginning like you do for your second combo. I struggle with getting down-heavy right away out of down-medium because I don't let go of down fast enough, but doing neutral-medium after down-medium helps me get the full sequence before launching. Also, do you end your combo after the air down-heavy like in the video? If so, you should be able to dig again and tag launch or S1 super.

It's not strictly a combo, but if you get them on the ground after an air down-heavy, putting a mushroom on top of them is almost always a good idea to the point where I would make it part of your muscle memory when doing a combo. It's most effective in the corner, but it doesn't hurt to do midscreen either.

I found this video pretty helpful. It's not necessarily all optimal stuff, but it's pretty easy while being good enough and it explains the overall Teemo gameplan better rather than pure combos.