Any notes on having more than 2 fire buttons?

I have myselft though in these ideas of having more than 2 fire buttons, but then I started to think about all the control options the game, and the most limited ones are the gamepads. And they are already overloaded with all the options, so how would your suggestion be to adapt this more fire button idea to the gamepads? As the gamepad is the main controller used by console players, it is quite an important that it works there too...

Also how would this work for the pc players, as I would expect quite few play with mouse and keyboard, so with a standard mouse, there is 2 buttons, so the other fire buttons have to be on the keyboard, that you already are occupied with flying...

So that only leaves the HOTAS players who depending on HOTAS have from to few buttons to too many buttons.

So how would this work for all the controller options in practice. I still like the idea, but unless we can give good arguments that this would work on all the most common controller setups then I doubt FDev will change any of their design decisions regarding this.

[edit]
obviously, you cannot have to many buttons...

I have a good arguement, there is no drawback from implementing it. If you can't assing more than 2 fire buttons because of hardware limitations and your fire groups are working fine than you wouldn't need, but it is still there for those who CAN use it. So why not? Why not add more convenience to the game? It would be so simple.
 
The best idea for the Op is to redo your Fire groups. If done right with the Forward and backwards, the key you need would only be a few clicks away. I tend to have five fire groups. If you only use one key to select your fire group get to the first to the fifth, you are doing it wrong. If you add a secondary select button so you have forward and backwards. The key you want is only two click away.

Instead of asking for an short cut. Maybe just ask for help.


This issue I highlighted is not present 100% of my time. I have some peculiar loadouts I try sometimes and while trying to use those, for fun may I add, this problem shows it's ugly face.
 
I would be content with Reload button for starters at least... In 34th century weapons can't be reloaded and you have to shoot out rest of leftovers, any lore explanation actually? I'd be even okay with leftovers ejected in space to load new ammo. I mean we do have access to autoloaders...

Yeah, forgot about those too, many times I'm doing circles only to fire my last 2 shots of multi cannons and wait for it to reload while I could have reloaded it while maneuvering.
 
Isn't the lack of a third/fourth/N fire buttons because consoles don't have a spare button?

Could be, and because HOTAS players too. But you're not forced to use the extras one if you can't. Because the hardware some people use generaly doesn't allow them to do it is no excuse to not let the rest of the player base that can do it without this basic feature.
 
I have a good arguement, there is no drawback from implementing it. If you can't assing more than 2 fire buttons because of hardware limitations and your fire groups are working fine than you wouldn't need, but it is still there for those who CAN use it. So why not? Why not add more convenience to the game? It would be so simple.

You don't need to convince us. You need to convince FD, and their position has always been no to more fire groups.
 
Does a console gamer on XBox or PS4 with a game pad or even the basic HOTAS available could compete with a PC Player spending a lot for an advanced HOTAS system plus supporting secondary game pads at great expense? Would this be fair with more than two fire buttons? Would more than two fire buttons mess up the game and add a dozen more bugs implementing it? I'm just throwing some ideas on the wall and see what sticks...
 
Does a console gamer on XBox or PS4 with a game pad or even the basic HOTAS available could compete with a PC Player spending a lot for an advanced HOTAS system plus supporting secondary game pads at great expense? Would this be fair with more than two fire buttons? Would more than two fire buttons mess up the game and add a dozen more bugs implementing it? I'm just throwing some ideas on the wall and see what sticks...

Is there crossplay? The bugs are on their part, if they break the game doing something like this you can go conplain to them, but soem bugs are the least of concerns wouldn't you agree?
 
It would increase the disparity between those using gamepads and those using sticks and/or KBM.

Would it really be that big of difference? Would it mean the difference between victory and a rebuy screen? I don't think so, many people have told me to just "arrange" my fire groups so it implies that it has the same effect as more fire buttons, which means that we can have both with no significant change or unfair advantage.
 
adding more fire buttons would spoil their neat left/right "weapon brackets" hud design. they are very proud of it and won't redo it.

🤷‍♂️

Yeah, that's fair. FDEVs do take their time to make things happen, it probrably took half a year to come up with this current design, it would be a shame to change it.
 
Would it really be that big of difference? Would it mean the difference between victory and a rebuy screen?

It very well could.

Constraining one's weapon choices to account for only two triggers reduces versatility; using turrets and/or gimbals to compensate for lack of extra triggers reduces damage while allowing for countermeasures; while frequently swapping groups both takes time and provides opportunity for mistakes to be made.

Essentially all of my combat ships have loadouts that are dictated in some way by the limited number of triggers available and many of these ships also have a half dozen fire groups that have to be managed in combat to leverage their loadouts because of that limitation.

I don't think so, many people have told me to just "arrange" my fire groups so it implies that it has the same effect as more fire buttons, which means that we can have both with no significant change or unfair advantage.

Suggesting workarounds doesn't imply it would confer the same advantages as more fire buttons.

I've played combat action/simulation games that allowed many more than two fire buttons and limiting those games to two buttons would radically change the ways some loadouts worked, perhaps make some completely unviable.

The very premise that removing the two fire button limit would be advantageous for you implies that it would give you an edge over those who do not have buttons to spare.
 
For the most part two fire buttons are fine. Why? Because with unlimited fire groups it is just another learning skill like managing SYS-ENG-WEP pips in combat without thinking about them. One is too busy flying and applying the appropriate weapons at the right moment. Many try to add three different weapons then need three different fire buttons to cover all the bases. This game is all about using the right weapons in the specific combat they are engaged in. There are many variances. Knowing your opponent and what to bring to the fight never needs more than two fire buttons. Bring a friend with weapons support you don't have and with experience no one will defeat you. But don't believe me. In time you will figure it all out.
 

Lestat

Banned
This issue I highlighted is not present 100% of my time. I have some peculiar loadouts I try sometimes and while trying to use those, for fun may I add, this problem shows it's ugly face.
Explain to us what type of ship and what loadout you are trying to setup.
For the most part two fire buttons are fine. Why? Because with unlimited fire groups it is just another learning skill like managing SYS-ENG-WEP pips in combat without thinking about them. One is too busy flying and applying the appropriate weapons at the right moment. Many try to add three different weapons then need three different fire buttons to cover all the bases. This game is all about using the right weapons in the specific combat they are engaged in. There are many variances. Knowing your opponent and what to bring to the fight never needs more than two fire buttons. Bring a friend with weapons support you don't have and with experience no one will defeat you. But don't believe me. In time you will figure it all out.
I have to agree with you.

One thing I like to point out to people is Less is more.
 
Would it really be that big of difference?

it would make it a bit bigger, but otoh the idea that this is the fundamental reason behind the 2 fire button limitation just doesn't fly, the moment you have:
  • scb, heat sinks, silent running and chaff. all these are bread and butter in combat, are to be expected in the same build (and commonly are) and all can be mapped to a specific key.
  • several means of target/module selection, a minimum set of which is bare necessity
  • wings even introduced a few independent targeting hotkeys more which are crucial to wing combat
  • already known 6 axes of thrust, plus boost, plus flight assist switch, plus headlook and pip management
with this scenario it can hardly be argued that fair button allocation between control platforms was a driving principle in this design, the idea is just self defeating.

on top of that, they introduced a weapon which is trigger dependent (it fires as fast as you're able to pull the trigger) which would give the pc master race a huge edge thanks to the existence of macros. if all this is design, it's the worst design ever.

i actually remember some frontier staff acknowledging here that the reason for not changing this was hud layout. i could be wrong and mixing issues, ofc, this was years ago, but i don't think so. maybe someone is in the mood for a bit of forum archaeology ...
 
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Question: If I have a turret on fire group 1 and I fire it. Does it stop firing, if I change fire the group?
 
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