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Beld Errmon
D3M3NT3D M1NDZ
754
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Posted - 2013.07.25 14:36:00 -
[1] - Quote
Fixing the radial module selector must be harder than it sounds because so far its still nearly impossible to use (for KB/M) my suggestion is to remap the the controls for tanks, we don't need all that many of the buttons to do things you could easily change it so pressing X while in a tank activates all the modules on the tank.
Perhaps organise the modules into types, reps, hardeners, heatsinks, scanners give them all a button to activate that type of module, i realise there isn't that many buttons but you could try something like having hardeners activate if you tap X and reps activate if you hold X. |
Beld Errmon
D3M3NT3D M1NDZ
754
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Posted - 2013.07.25 22:52:00 -
[2] - Quote
I would have thought atleast 1 person would bash the idea if not support it lol. |
Sylwester Dziewiecki
BetaMax. CRONOS.
117
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Posted - 2013.07.25 23:22:00 -
[3] - Quote
Beld Errmon wrote:Fixing the radial module selector must be harder than it sounds because so far its still nearly impossible to use (for KB/M) my suggestion is to remap the the controls for tanks, we don't need all that many of the buttons to do things you could easily change it so pressing X while in a tank activates all the modules on the tank.
Perhaps organise the modules into types, reps, hardeners, heatsinks, scanners give them all a button to activate that type of module, i realise there isn't that many buttons but you could try something like having hardeners activate if you tap X and reps activate if you hold X.
I think this would be a change dropship pilots would like as well. It will give advantage to KB/M over DS3. Don't get me wrong it's great idea, it's just a problem with implementing it on DualShock as well - radial menu, and whole procedure of activating 'one module at the time' is something that made me loss many HAV by alfa-strikes(a lot of dmg in short time). With this metody I would have time to activate all me necessary modules in-time. |
Beld Errmon
D3M3NT3D M1NDZ
754
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Posted - 2013.07.25 23:30:00 -
[4] - Quote
Nah I don't think it would give KB/M an advantage because the modules would be tied to the controller buttons, so if turning on your heatsinks was linked to triangle the kb/m user would need to tap ctrl.
Even if they don't consider a system like this I really hope they fix module roulette sometime soon. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
246
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Posted - 2013.07.26 00:28:00 -
[5] - Quote
Macros will fix it. They should make a custom made macro kit for DS3 (and DS4 when we get DUST 514 PS4 edition) and have macros on KB/M at the same time.
Peace, Aizen |
HarmlessTrouble
G.U.T.Z
0
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Posted - 2013.10.11 12:28:00 -
[6] - Quote
A shifting scheme could work. The radial menu could be left the way it is (selecting modules using the stick or mouse). But in addition bind each slot to a button/key while the menu is open. The advantage would be of being able to fire multiple modules in one go for both kb/m and DS3 users.
I know this works well because used something similar in Xpadder for MMORPG skills. Where 1-8 are slots and the directional pad is equivalent to slots 1-4 and the face buttons are slots 5-8. Holding a trigger changes those buttons to skill controls.
I'm not saying it should be mapped exactly that way in Dust. They would need to find something that is Intuitive and fits in with the existing control scheme.
I hope all that made sense. |
deepfried salad gilliam
Sanguine Knights
34
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Posted - 2013.10.11 12:44:00 -
[7] - Quote
I use 2 reps that way I'm never defenseless Universal activation would screw me Maybe Square is quick cycle and x is activate |
Beld Errmon
Evocatius
983
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Posted - 2013.10.11 15:03:00 -
[8] - Quote
Im surprised after nearly 3 months this has been necro'd, soon this problem will be fixed by tanks being nerfed and unable to fit many active modules, just like they are fixing assault dropships by taking them out of the game. |
Space Marine One
The Vanguardians
1
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Posted - 2013.10.12 06:01:00 -
[9] - Quote
most of button at least 4 on the DS3 are unused allow player to map active modules of their choice into those 4 unused button allow the same amount for m/k so no advantage given to either |
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