Fire Groups

I understand that Frontier's goal with limiting Fire Groups to two triggers to per group is to create and encourage interesting decisions, but I don't think it really ends up working that way, given other design choices. Fire groups create decisions, but in a way that never feels like a positive or fun challenge.

/The likelihood of Elite: Dangerous game mechanics around this ever changing is utterly irrelevant to anything I said, and utterly irrelevant to any conversation about it. :)
//I know some don't know how to have conversations, so I feel like I should point it out. ;) <3
 
I mean. What setups are you finding limited?

Mining is the big one for me, but thats fine I'm not pressed for time like in combat. I generally have my combat weapons lasers until shields down, next group for whatever kinetic/explosive. Usually all set to a trigger, so if I have 3 multi-cannons, they are all slot 1.

Heat sinks , chaff, ecm all have their own non-groups.
 
What I need most is different colour reticules so I know which weapon is aiming where on a glance.
Totally. And to be able to disable reticules. I don't need to see my turret's aim points.

As for what I find limited... that's a really weird question. Two triggers per fire group is what I find it limited. Kinda thought I made that clear. Do you want me to list three weapons for you or something?
 
I mean. What setups are you finding limited?
Anything with more than 2 weapon types. If you'd like to used fixed weapons they each need their own weapon group. Support weapons or low ammo weapons. It can be done with fire groups it's just way more messing around than letting me actually use the buttons that I've got available.
I also find limpets suck having to have multiple weapon groups setup just for limpets which then makes the weapon groups for the fixed weapons suck more as now you've got too many things to tab through.

There's really no reason to have it crippled this way. Just allow as many groups and bindings as people want. Those that play with controller get 2 but most modern controllers now have 2 triggers per side so could easily support 4 fire buttons so they would also benefit from the change.
 
I can only imagine it's due to mouse/keyboard players and is meant to still function at the bare minumum of a two button mouse. Although these days I think no mouse exists anymore that doesn't at least have a clickable wheel, since Windows itself uses middle click functions. With my HOTAS I have it pretty comfortable to flick through firegroups. There's also the separation between stuff that only functions in either combat HUD or expolration HUD, which you can double bind. That said, 3 firebuttons would tremendously enhance my play. My standard beams/multicannons/cascade rail PVE combat setups would only require one firegroup. Mining setups would need much fewer firegroups. Multi limpet controllers could excute all their functions within a single firegroup. Sure the UI would have to be adjusted for that, but that should be easily possible.
 
I can only imagine it's due to mouse/keyboard players
No it's absolutely not. Keyboards have shockingly loads of keys and mice have had the capacity for many buttons for decades. It's the most flexible control scheme. Limitations if they're tied to a input device and not a design choice come from controllers being the most crippled option for controls. Even HOT(S)AS usually has more input options than a controller.
 
Primary and secondary is close enough. If you need more you are giving yourself more problems with different weapon speeds. For basic players with a generic joystick that is what they need. For me it is a stick with three different setups where I can change and toggle however I want. But then, why is primary and secondary fire two different settings in ship and in crew. You can't use the same button assignments for those two. I use mouse when launching surface scan probes, which then are locked to not be used in crew.
 
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