More consistency with ability keys


(Dipshit McGee) #1

Why are medic packs and ammo packs not bound to the same key? I get confused when I switch between them and it’s pretty frustrating to waste an airstrike when you’re just trying to throw an ammo pack, for example. One suggestion I have for this is to simply bind any “pack” ability to the same key. Another is to allow configs for each class, similar to Team Fortress 2.


(Gi.Am) #2

Q = unique Merc ability
E = Class Ability

Merc ability : Medics = unique way of healing, Fire support unique way of AOE damage, Engineer = unique way of Area defense, Assault unique way of MOAR DAMAGE.

Class ability : Medics = Revive , Fire support = Ammo refill, Engineer = faster repair, Assault none.

It is consistent.


(Dipshit McGee) #3

I rebound my keys from Q and E to MMB and G. I have to press G for ammo packs and MMB for health packs. Is there something I’m missing?

EIDT: Ah, I see. It’s consistent in theory, but in practice not so much. It would be more intuitive to have the packs bound to the same key. Or just allow configs for each class.


(Indefinite) #4

I can agree with the desire to allow configs for each class.
I had the same annoyance when I first started playing. It settled in eventually.

Though, after hours of playing as Aura, I find it annoying I can’t just press E to gib incap’d enemies. :wink: