Please Frontier can we get more shortcuts for weapons!!

nats

Banned
I would love to add some mines onto my Asp's remaining three small hardpoints for defence but its practically pointless. I have a beam laser and a cannon for combat which take up both my main trigger buttons plus I use all the other buttons for thrusters and looking around. I love the way we can deploy Heatsinks using 'H' and Chaff using 'C' but why on earth cant we deploy mines using 'M' or ECM using 'E' or Shield Banks using another similar shortcut, and another for missiles/torpedoes.

Really Frontier please can you arrange for these supplementary combat functions to be at least included separately into the controls menu so we can set our own shortcuts for them.

I mean I know you can swap through the various loadouts but I already have three loadout settings - discovery scanner, interdictor/waranty scanner and combat weapons. I really dont want to have to set any more for missiles, mines, ECM etc And I wouldnt need to if there were only some more shortcuts for these things!

Would love to use mines and shield banks and missiles but I just know I will never use them if I have to go to another loadout setting to get them. Shortcuts though would be wonderful. Lets have some more configurability for these important weapons please.
 
Fire - Groups.

They will never add shortcuts for things like this. They want players to wrestle with the side menu's to make it feel more like doing stuff on-the-fly in situations.
 

nats

Banned
Fire - Groups.

They will never add shortcuts for things like this. They want players to wrestle with the side menu's to make it feel more like doing stuff on-the-fly in situations.

They have added shortcuts for Heatsinks and chaff. Its natural to extend these to mines, missiles and ECM etc. I dont like the fire group swapping. Its a pain during combat - you dont have time for messing about like that.
 
Except you do have time for messing with stuff like that. I hate to be the guy but, git gud. Practice there is time for fire group switching trust me.
 
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I could see them adding a Bind for the ECM. It's more in line with Chaff and Heat Sink than weapons are. Mines and Missiles are, in the end, weapons. They must follow the same rules as any other weapons. The correct answer to your situation is Fire Groups. You can set up what weapons are fired by either of the triggers by switching Fire Groups. Problem solved.
 
They have added shortcuts for Heatsinks and chaff. Its natural to extend these to mines, missiles and ECM etc. I dont like the fire group swapping. Its a pain during combat - you dont have time for messing about like that.

There are key bindings for "next fire group" and "previous fire group"
Just set a button on your joystick for one of these.
You really shouldn't have more than 2 or 3 seperate fire groups anyway.
The system of being able to pick which exact weapons are in a specific fire group is a way more customizable and better way of doing things any way as it allows you to group specific weapons together in a way that lets you strategize how you use them in battle.
By binding a button on your joystick or game pad you can switch between these fire groups on the fly without ever looking at your side menus with one to two rapid button pushes.
 
You can also put weapons with different trigger times on the same button. I have drag seekers and SCB hammer on the same button. Tap for missile, hold for hammer. The lock on time for the missile means I rarely fire one when I don't intend to.
 
This is also the downside to not playing elite with a joystick. A joystick set up opens up many possibilities that a game pad or the keyboard and mouse don't have.
 
Anything mounted on the Utility Mounts should have a keybind. I'd also like one for the System scanner.

Explorers know what a pain it is holding a button until a honk finishes.

I bind mine to a toggle switch on secondary fire alternate setting so I don't have to hold anything down till it honks. It would still be nice if it had a separate bind as it certainly isn't a weapon.

2 buttons for weapons mounts is fine with good fire group management.
 
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Best time for changing fire groups is when you are being interdicted. Usually plenty of time to identify your opponent, change your pip settings and select the fire group for the tactic you plan to use, and then decide whether to submit or fight the interdiction. but if the first thing you do is hit submit, you won't have time.
 
Everything that isn't a weapon should have an optional keybind, though. All the scanners for starters. A little bit more choice and an extra trigger ⓷ wouldn't totally ruin the game.
After all I bet none of the NPCs have to struggle with fire groups.

Personally, I would just love a LUA or Groovy scripting interface and be a real engineer ;-)
 
I mean I know you can swap through the various loadouts but I already have three loadout settings - discovery scanner, interdictor/waranty scanner and combat weapons.

You can cut that down to two firegroups - put your discovery scanner on trigger one and then your warrant scanner and your interdictor both on trigger two in the same fire group. Since your interdictor only ever fires in supercruise and the warrant scanner only works in normal space, they will never interfere with each other.
 
I could see them adding a Bind for the ECM. It's more in line with Chaff and Heat Sink than weapons are. Mines and Missiles are, in the end, weapons. They must follow the same rules as any other weapons. The correct answer to your situation is Fire Groups. You can set up what weapons are fired by either of the triggers by switching Fire Groups. Problem solved.
Dear FD. Please give me keybindings for a specific fire group rather than just "next" and "previous"

also: I'd really love a keybind for "request docking permission".

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Everything should have a custom keybind option. Let the player decide how exactly they want to control their ship.
Hear hear!
 
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