Commander Controls
rebirth
Join Date: 2007-09-23 Member: 62416Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
<div class="IPBDescription">They are still broken</div>Now that we are in "lockdown", does that mean Commander and Khamm controls will stay broken on keyboards with QWERTZ layouts?
I don't mind not being able to rebind the Comm/Khamm controls (at least for now), but they should at least be functional on every PC, regardless of regional differences or settings.
Right now the game still gets confused with switched positioning of Y and Z, because of that grid controls get broken up with the Z key being in a really awkward position.
It's one of the reasons i haven't commanded much in NS2 yet, because with a broken grid it feels stupid and using the mouse to "click on things" (to compensate for the broken keybinds). It prevents one from building up the right muscle reflexes and just feels bad and broken.
Please, please, please fix this! I consider something like this an integral part for a game that wants to deliver a "polished" feeling. Bad or broken controls are one of the most obvious and horrible things that can make a game look bad.
I don't mind not being able to rebind the Comm/Khamm controls (at least for now), but they should at least be functional on every PC, regardless of regional differences or settings.
Right now the game still gets confused with switched positioning of Y and Z, because of that grid controls get broken up with the Z key being in a really awkward position.
It's one of the reasons i haven't commanded much in NS2 yet, because with a broken grid it feels stupid and using the mouse to "click on things" (to compensate for the broken keybinds). It prevents one from building up the right muscle reflexes and just feels bad and broken.
Please, please, please fix this! I consider something like this an integral part for a game that wants to deliver a "polished" feeling. Bad or broken controls are one of the most obvious and horrible things that can make a game look bad.
Comments
But workaround:
Have a secondary keyboard layout in American English, switch between them with shift-alt. (It's also great for coding ! )
Also taking all comm hotkeys off C would be great as I pull up the map every 10 seconds or so. It really sucks on that rare occasion you don't notice the first hive going shade hive after you pulled up the map, and you're stuck with it for the rest of the game.
I don't know what stops them from separating comm/marine khamm/skulk keybinds? Why can't there just be a "commander" section in keybinds and when you enter comm mode you just change into that layout? Sounds so simple to me. Dunno.
Also, you can't use MOUSE3 for voice anymore, because now it's that command ping .. :|
Also taking all comm hotkeys off C would be great as I pull up the map every 10 seconds or so. It really sucks on that rare occasion you don't notice the first hive going shade hive after you pulled up the map, and you're stuck with it for the rest of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Control groups are functional for me and i use a pretty customized control layout (ESDF). In earlier builds you had to push your rebound crouch key to create groups, in the current build it seems to be hard coded to ctrl+number key. My gripe with control groups is that there are too few of them, having only 5 is kinda limiting.
In small games control groups are kinda pointless, but once stuff starts getting messy (spammy late game with lot's of players) 5 groups are simply not enough. On the Khamm side 1-3 (sometimes 4) are usually reserved for hives, so you are left with 2 groups left to use for any stuff involving drifters, shifts or whips.
<!--quoteo(post=1988022:date=Oct 7 2012, 04:04 AM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Oct 7 2012, 04:04 AM) <a href="index.php?act=findpost&pid=1988022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not really having any problems anymore, except that the double-binds are slightly annoying.
I don't know what stops them from separating comm/marine khamm/skulk keybinds? Why can't there just be a "commander" section in keybinds and when you enter comm mode you just change into that layout? Sounds so simple to me. Dunno.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well i'm having the problem that when i want to use mist as Khamm, i have to push the Z key (in the upper middle part of my keyboard layout), it's outside the grid and also bound to say all. So when i want to mist something using hotykeys i end up with an open chat prompt.
I believe UWE does not want too many control binding options in the menu, as to not confuse new players..
But there really should be more depth to rebinding controls at ease, maybe hide additional options away on an "advanced controls" tab.
At least the commander controls should get some better options, considering the game is marketing heavily on it's RTS aspect.
And what's the deal with the "Heal/Taunt" key? It's now turned into the "auto spam"key but why is it labeled "Taunt" when it only requests meds/ammo/heals?
As a matter of fact i have been unable to use any taunts for the last 2 builds, even using the say bindings menu, it won't play any taunts anymore.
Maybe i just need to reset all my controls and rebind them, but the binding options still feel kinda messy.