September 15, 2012

Rapid-Fire Controller Review

The world of modding in the console gaming industry is a vast and eclectic culture of hardcore hobbyists. From aesthetic alterations like aftermarket buttons, cases and lighting, to more practical improvements of functionality, the possibilities are nearly endless. One of the most popular of these mods is a programmable rapid-fire function.  So I finally decided to see what all the fuss is about for myself.


This is the SPS – X1 Rapid-Fire Controller, crafted with love by the folks over at GamerModz. It also happens to be sporting an entirely aftermarket look—including the shell, trim pieces, sticks, and every last button. The appearance isn’t particularly relevant, as you can mix and match every piece to your liking when you order, but let me set something straight. One of my largest concerns with third-party controller parts is always the quality. Let me assure you that not only are all the individual aftermarket parts of this controller top notch quality, the entire thing is also assembled quite well. It has the smooth operation and tight feel of any factory-fresh Microsoft controller. I was impressed, despite being as relentlessly picky as I am.


Another major concern I had was the application of a rapid-fire mechanism. I was worried about how difficult it would be to configure, and didn’t see how it could be practical. Luckily, I simply did not understand. Once familiar with the process of reprogramming the rapid-fire rate, I was able to do it on-the-fly with little difficulty.


This leads me to application. Before I tried this, I was under the mistaken impression that the goal of these mods was to circumvent the max fire rate of any given weapon to give the player an edge. This is, of course, impossible with a great many games. More often than not, a gun’s fire rate is not only limited by the player’s input speed, but also by properties like recoil and a maximum rate of fire programmed into the game.


The use of a rapid-fire mod is nothing so dishonorable, anyway. I, for instance, had some fun experimenting with various semi-auto weapons. I experimented with various fire rate settings, trying to nail down the ideal balance of speed and spread. Basically, it was an easy way to handle the weapon to the fullest of its potential. It made me feel like a seasoned soldier, handling my weapon with the vigilant precision and efficiency that only comes through long years of experienced combat… But I could do it while simply holding down a trigger with a stupid grin on my face.


So let’s sum this up. If you head over to right now, you can order a controller that looks any way you want. Moreover, if you want a great rapid-fire mod installed to boot, the finished product would look no different. The entire mechanism makes clever use of a controller’s sync button, adding nothing visible to the façade of the controller itself. And since you can program it on-the-fly, it could even be your little secret. Combine all of that with truly top-notch quality construction and materials, and it’s a no-brainer. So let me make this simple for you. Here’s the link for their website. I’d input your card info for you too, if I could, but this is as easy as I can make your way to a custom controller. I won’t force you, but I will say this: all the cool kids are getting custom controllers.


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  4. dylan and leon - February 26, 2013 8:08 am

    that looks epic

  5. GameCon25 - November 3, 2012 4:11 am

    how much would a bad boy like this cost u

  6. mark - October 20, 2012 9:42 pm

    Play Zwinky Games here. Make a cartoon of yourself, play dress up, make funny photos and much more!

  7. BlackRift - September 18, 2012 7:46 pm

    Good call, Logan. Good call.

  8. Logan - September 17, 2012 8:47 pm

    Just ordered my Full Juggernaut modded control from and have to say the aftermarket gold chrome, accompanied by the custom LED’s and full SPS – X3 Rapid fire and other mods that come standard with the Juggernaut Package make this the best thing I have ever purchased towards gaming….

    • GameCon25 - November 3, 2012 4:12 am



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