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Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_Noc Tempre]
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Posted - 2012.06.09 21:49:00 -
[1] - Quote
Short and sweet. Quickselect and activate the top available active booster. Will make them a lot more useful and responsive. |
[Veteran_Nova Knife]
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Posted - 2012.06.09 21:55:00 -
[2] - Quote
Ambiguous thread topic and contents aside, I'd suggest making the vehicle module activating key square or X, and being able to activate more than one at once with a simple buttonstroke on the wheel. It can be a pain to activate multiple modules at the same time!
Especially where logistics modules are concerned, having to lock each module separately on the same target is time consuming and awkward! |
[Veteran_spawn exodus]
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Posted - 2012.06.09 21:56:00 -
[3] - Quote
Signed
Right now it is a pain to try and activate them. |
[Veteran_Noc Tempre]
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Posted - 2012.06.09 22:02:00 -
[4] - Quote
Nova Knife wrote:Ambiguous thread topic and contents aside, I'd suggest making the vehicle module activating key square or X, and being able to activate more than one at once with a simple buttonstroke on the wheel. It can be a pain to activate multiple modules at the same time!
Especially where logistics modules are concerned, having to lock each module separately on the same target is time consuming and awkward!
I don't see the ambiguity. I was going to mention module grouping but I was trying to keep it focused. Custom binding is a great expansion of this idea. We have weapon swapping, just add it to vehicles. |
[Veteran_Noc Tempre]
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Posted - 2012.06.11 03:53:00 -
[5] - Quote
Still trying to push this solution to make active modules more usable. Any more ideas, questions, concerns? |
[Veteran_Nova Knife]
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Posted - 2012.06.11 04:00:00 -
[6] - Quote
You can currently 'quickwheel' vehicle modules, btw. As in, if you are holding the stick in the right spot and you simply tap r2, it will activate. This works with weapons and equipment, too. |
[Veteran_Noc Tempre]
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Posted - 2012.06.11 05:04:00 -
[7] - Quote
The quickwheel is not good enough: it doesn't always activate reliably, plus now you need to be holding the stick in a certain direction. |
[Veteran_Zat Earthshatter]
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Posted - 2012.06.11 20:34:00 -
[8] - Quote
As a vehicle enthusiast, i support. Actually, why don't we suggest a new module mapping? R2+X = swap low-power module R2+[] = swap high-power module [] = activate high-power module X = activate low-power module This new mapping would have to ditch the wheel for power-slot UI much like... whats that other game again? EVE? Right! This will also help quite a bit when the fighters hit the scene, using the right stick to select would be a massive no-no for that class of vehicle |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 21:15:00 -
[9] - Quote
I might be on the short bus here but I fail so hard trying to activate those dam mods even when not under fire. I hope they do somthing anything about it. I even passive drake fit my dropship so i dont have to worry about this and thats kinda fail. |
[Veteran_JAG]
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Posted - 2012.06.11 21:33:00 -
[10] - Quote
Zat Earthshatter wrote:As a vehicle enthusiast, i support. Actually, why don't we suggest a new module mapping? R2+X = swap low-power module R2+[] = swap high-power module [] = activate high-power module X = activate low-power module This new mapping would have to ditch the wheel for power-slot UI much like... whats that other game again? EVE? Right! This will also help quite a bit when the fighters hit the scene, using the right stick to select would be a massive no-no for that class of vehicle
EDIT: Never mind. i fail at reading.. |
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[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 21:37:00 -
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Im yet too see a bunny hop performed in a tank, drop ship or LAV...well my tank did it once but it was a glitch . I think sir your reading fail is about as bad as my spelling and grammar fail. |
[Veteran_Bzeer]
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Posted - 2012.06.11 21:44:00 -
[12] - Quote
I have found the quickwheel hard to use, as sometimes it takes 3 or 4 tries to activate a module using it. I would prefer something that worked like a "click" when the quickwheel was up, that closed the quick wheel, and activated the mod the first time. Also the quickwheel in the dropsuits to change weapons often gets confused for the communication commands. |
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