Kira's ability key follow up mechanism like Nader's instead of Arty's


(Lumi) #1

Let me explain!

Each ability key, when pressed, triggers a series of events that varies depending on the merc one is using. Not only because the abilities themselves are different but how the mechanism of their execution changes.

For instance, if one wants to call Kira’s Ion beam or Arty’s artillery strike, one needs to press the ability key and only release after the circle surrounding the crosshair has been filled. Now what happens next is that the primary weapon is forced back into the players hands. This is useful for Arty as he has a very short calling time for his artillery and once it’s called there’s nothing he can change about it, but for Kira, this is actually penalizing!

Let’s look at how Nader’s ability key works. When pressed it just switches the grenade launcher to the players hands and to shoot LAC-40s one needs to click with the left mouse button, effectively removing tons of wepon switch animations between each single grenade launched.

Now as Kira’s beam can be controlled after being called in, the current system forces the player to either start calling the beam with the 4 keyboard key or mouse wheel scrolling until it reaches it. Either way it complicates the process of using a quick ability key that is common to every merc.

Now my proposal is to simply make Kira’s orbital strike laser work as Nader’s GL works. Simply have the ability key press switch the laser to Kira’s hands and leave it to the player’s choice as to when to switch back to his or her primary weapon. It would also allow for a seamless continous use of the orbital laser, while maintaining the ability key consistency across the mercs.

I hope this is something that you all can agree with, even when one can argue that the 4 key is right there, and I hope that the technical challenges of putting this change into practice is not a big one as Nader already uses such a system.

Thank you for reading, keep up the good work!


(Szakalot) #2

press’4’ when in-game with Kira.

Enjoy.


(Lumi) #3

[quote=“Szakalot;28778”]press’4’ when in-game with Kira.

Enjoy.[/quote]

You obviously didn’t read my text through. I know about the 4 key. My issue is that it just makes my defined ability key for that merc useless and it shouldn’t. Changing to a Nader like ability mechanism would bring back the ability key’s usefullness.


(Szakalot) #4

[quote=“satisfyingCove;28806”][quote=“Szakalot;28778”]press’4’ when in-game with Kira.

Enjoy.[/quote]

You obviously didn’t read my text through. I know about the 4 key. My issue is that it just makes my defined ability key for that merc useless and it shouldn’t. Changing to a Nader like ability mechanism would bring back the ability key’s usefullness.[/quote]

frankly, most ability keys are useless in the game, and you’re almost always better off using ‘4’ and ‘5’. You can always rebind them to ‘q’ and ‘e’ as well. Only notable exceptions i can think of are ammo/healthpacks, and defibs.

I see them as a newbie crutch for people that can’t manage switching weapons efficiently (not saying you can’t!). Same with ‘press f to revive’ why is it even in the game, it only makes new players act like total newbies, staring at a body for a few seconds before reviving; rather than learn to prepare their defibs.


(GregHouseMD) #5

I definitely agree with Szakalot. I find myself using 4 for most abilities. It makes accidental releases less likely, and is less awkward than holding down Q. I use it for healing stations, grenades, launcher, airstrike markers - just about everything.


(Lumi) #6

I use q for the primary ability and x for the secondary. F for knifing when not equiping the knife e for repairing and defusing. I also switch constantly between the knife, primary and secondary through the 3 first number keys, but I can’t be bothered to go further, as I need my fingers for moving around and I don’t have a roccat keyboard with thumb keys.

Either way, I figured if Nader and many other mercs have it set up properly, then all mercs should have it too. Hence this little adjustment that nobody cared to mention.

I mean, it’s all nice and good to use the number keys and even feel like you’re a “pro” when using them, but this is an ergonomical issue that the devs can easily overlook. Hence the shout out!

In the end everyone may use what they prefer, but the base gameplay should be optimized to be the most pleasant possible and right now Kira fails to do so.


(GregHouseMD) #7

Would it cause any problems if you simply swapped the binds for Q and 4 around? I guess for Sawbonez it would. I guess it’s a possible workaround if you don’t use him too often.

With that said, there’d be nothing wrong with having the option to swap keybinds for individual mercs.


(preposterousSwarm) #8

Why would you control Kira’s beam like that though? The beam will move even without her target device in hand, simply tap Q to where you want it and fire inbetween.


(Szakalot) #9

sometimes you are chasing an actively dodging enemy; or you are using a laser as a surprise attack against multiple opponents: it might be more worthwhile to navigate the lazorz to its fullest potential, rather than A -> B -> C with tapping


(GregHouseMD) #10

Using Q is quite awkward if you’re trying to stay mobile and dodge, too.