Lerk hotkeys aren't rational
Reubot
Join Date: 2012-10-15 Member: 162374Members
Please put all the support abilities in slot two. Or even better yet let players decide which way they want to have them.
The way it is now - spores in slot 1 and spikes in slot 2 - doesn't make sense. Who would want to use spikes at the same time when you're flying around gassing marines? A quick bite on the other hand might come in handy.
Also, we need the damn "last used weapon" hotkey. Thanks.
The way it is now - spores in slot 1 and spikes in slot 2 - doesn't make sense. Who would want to use spikes at the same time when you're flying around gassing marines? A quick bite on the other hand might come in handy.
Also, we need the damn "last used weapon" hotkey. Thanks.
Comments
The way it is now - spores in slot 1 and spikes in slot 2 - doesn't make sense. Who would want to use spikes at the same time when you're flying around gassing marines? A quick bite on the other hand might come in handy.<!--QuoteEnd--></div><!--QuoteEEnd-->
PLEASE. nothing about the key layout makes sense. for example, lerk spikes are attack2, but so is skulk leap and fade blink? why are the movement mechanics on +attack2, but the spikes are also there? very frustrating - shadowstep I'd also like to move around as well (really annoying to try to use shift while hitting movement keys without giving yourself carpal tunnel) to maybe mouse2 or something. I'd like to be able to just set all of this up in a config that automatically changes my keybinds when I change classes or at least allowing multiple keybinds or something.
Mouse 2 = always spores. I hit this as I zoom past, and as a defensive instinct as a lerk. Makes it hard to see you if covered in gas.
Bite/spikes/umbra are all things that are shot infront of you, so logically are mouse 1.