Dedicated keys for scanners, limpets, ECM...yes or no?

Dedicated keys for scanners, limpets, ECM...yes or no?

  • Yes, dedicated keys to scanners, limpets and ECM would be useful.

    Votes: 117 90.7%
  • No, this would imbalance the game, don't make this happen!

    Votes: 12 9.3%

  • Total voters
    129
  • Poll closed .
I don't see why being time-critical should be the only governing factor.

It is time critical, because currently the scanners take up fire group space, resulting in more fire groups, i.e. more switching between fire groups during combat = additional time spent in a very time critical situation.

I guess all this calls for tertiary and quaternary fire buttons, which shouldn't be too difficult to integrate into the outer rings of the current HUD design.
 
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Toggles for KWS and the various DSs would be good.
1. You could avoid going to a different fire group
2. Holding down a mouse button for 10 seconds can lead to finger ache !
 
I guess all this calls for tertiary and quaternary fire buttons, which shouldn't be too difficult to integrate into the outer rings of the current HUD design.

I think it would be good if all (most) things were bindable. There didn't actually have to be the concept of additional fire buttons. Bindings would take care of what was needed.

I do understand the point about the way the HUD is shown. However, I currently see things like chaff and heat sinks on my HUD and I have never set those in any firegroup. Since they are bindable, I bound switches to them.
 
I think it would be good if all (most) things were bindable. There didn't actually have to be the concept of additional fire buttons. Bindings would take care of what was needed.

I do understand the point about the way the HUD is shown. However, I currently see things like chaff and heat sinks on my HUD and I have never set those in any firegroup. Since they are bindable, I bound switches to them.

True. There are two reasons to have a weapon/scanner on the HUD. One is being able to trigger them using primary/secondary fire, the other is to see the ammo status. That's why people have argued that shield cells should also be visible on the HUD.
 
It's interesting to see that the majority of players agree (90% vs 10%) that dedicated bindable keys for all weapons and toys would be a good thing, but more than 30% believe more fire buttons would be a bad thing.

Anyway, glad to see that the majority is not really happy with the way it is at the moment...now I hope FD will do something about it :)
 
Toggles for KWS and the various DSs would be good.
1. You could avoid going to a different fire group
2. Holding down a mouse button for 10 seconds can lead to finger ache !

That's why I have my xbox triggers set to -50% / +50% throttle, and I use pedal switches for primary and secondary fire! It's much easier to keep your foot down, while using your fingers to manouver.

This is not just useful in combat, but also in exploration. My left foot is doing the discovery scanning.
 
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Time critical? What's that got to do with the price of fish for heaven's sake!

Look at DCS, now THERE is a program with key binds. Weapon groups for weapons, it's incredibly annoying to keep having to swap groups to KWS then shoot people, and the 'shot when trying to scan' problem is ever present. Frankly, that time critical comment suggests a reply from somebody who doesn't do this stuff much.
 
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