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DusterBuster
DUST University Ivy League
8
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Posted - 2013.03.14 01:22:00 -
[1] - Quote
I already mentioned this a little bit in my other thread here, but thought it was an important enough topic to warrant its own thread.
I think the control scheme should be modified a little bit to allow a sort of toolbar to be added.
When piloting a vehicle, all of your modules would be displayed in a bar along the bottom of the screen, and you would use left and right on the d-pad to hover over the appropriate module, and use x to activate it. This would allow a much quicker response time, and be easier to manage then the current system of holding R2.
When playing as infantry, all of your equipment, active modules, and grenades should be displayed in a bar along the bottom of the screen. The player could then use left and right on the d-pad to select the appropriate item, and use L2 to use it. Tapping R2 would switch between the primary and secondary weapons quickly as it does now. As above, this would allow a much quicker response time, and allow for much easier management of all items then the current system of holding R2.
This obviously uses up a couple of buttons that are already in use. If this system gets adopted, up on the d-pad should be used to display the map, down on the d-pad could be for push to talk, and vehicle deployment and player list could be moved to the neocom.
Please discuss your opinion of this, and if you get ambitious check out the linked thread. Thanks. |
Skihids
The Tritan Industries
1030
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Posted - 2013.03.15 19:23:00 -
[2] - Quote
That helps a bit, but doesn't go far enough.
Some functions simply require a hard button, and the solution is the ability to assign modules to whatever buttons we want.
They could allow us to tag slots with an ID for each fitting, then allow us to assign those IDs to controls by vehicle type.
I personally don't need to check the leader board, nor can i call in any assets when I am flying. I don't use PPT either, so that gives me three D-Pad buttons or active modules right there. If I ever make a fitting with four active modules I can give up the map. |
DusterBuster
DUST University Ivy League
14
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Posted - 2013.03.15 19:41:00 -
[3] - Quote
Skihids wrote:That helps a bit, but doesn't go far enough.
Some functions simply require a hard button, and the solution is the ability to assign modules to whatever buttons we want.
They could allow us to tag slots with an ID for each fitting, then allow us to assign those IDs to controls by vehicle type.
I personally don't need to check the leader board, nor can i call in any assets when I am flying. I don't use PPT either, so that gives me three D-Pad buttons or active modules right there. If I ever make a fitting with four active modules I can give up the map.
Thanks for the feedback! The suggested option is meant to be used in conjunction with other points in the thread linked in the opening post, which includes remappable controls, which are rumored to be coming in a future update. Perhaps CCP can make it so that you can remap the modules themselves to the slots. That way everybody is happy.
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DusterBuster
DUST University Ivy League
68
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Posted - 2013.03.29 22:29:00 -
[4] - Quote
March 29th: This thread has been updated. Cleared up the wording in the OP. |
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