

Firing Groups Survey
#1
Posted 05 July 2013 - 02:18 PM
#2
Posted 05 July 2013 - 02:23 PM
So, I will typically drop with 2->4 groups with 3025-level Input Devices..
#3
Posted 05 July 2013 - 02:24 PM
#4
Posted 05 July 2013 - 02:29 PM
#5
Posted 05 July 2013 - 02:30 PM
Generally do best when it's only in 2 groups though, less time facing and more time evading...
#6
Posted 05 July 2013 - 03:21 PM
#7
Posted 05 July 2013 - 03:25 PM
#8
Posted 05 July 2013 - 03:31 PM
#9
Posted 05 July 2013 - 03:32 PM
m1 = group 1
m2 = group 2
middle click = center torso
m4 = zoom (waiting for them to add mouse wheel support)
m5 = group 6 (large group fire or alpha strikes depending on the loadout)
I use the keyboard for weapon groups 3-5
Edited by skullman86, 05 July 2013 - 03:37 PM.
#10
Posted 05 July 2013 - 03:32 PM
#11
Posted 05 July 2013 - 03:35 PM
#12
Posted 05 July 2013 - 03:38 PM
For me it depends on the mech, but generally:
M1: Group 1 - Main feature of mech or left arm/torso weapons
M2: Group 2 - Secondary feature or right arm/torso weapons
M3: Group 3 - Tertiary weapons, LRMs/SRMs
M4: Group 4 - Alpha of multiple similar weapons systems
MW: Zoom
When I say 'main' and 'secondary' features, it usually depends on the mech's build - I don't run multiple PPC/Gauss builds, so usually my designs are something like boxing; one of M1 or M2 are my main, solid throw, while the other is a smaller jab or complementary strike. Typically I assign which button to the side the weapons occupy, if they aren't symmetrical.
Pushing a side button on a mouse can unexpectedly cause some movement of the reticule, so I use the M3 button my Deathadder for lock weapons typically, or smaller weapons with short recycle rates.
My throttle is obviously controlling my speed, and a rocker on the front is for torso twisting, and I have the target, jump jet, target overlay, shutdown override, and night vision or thermal assigned to various buttons. Most other functions I can simply hit once on a keyboard if I need it (ECM toggle comes to mind), so it's a pretty decent setup.
Edited by Tarrasque, 05 July 2013 - 03:45 PM.
#13
Posted 05 July 2013 - 05:29 PM
1 - Gauss
2 - ER PPC + PPC
3 - Small Lasers
4 - Gauss + Small Lasers (All arm mounted guns)
5 - Gauss + Small Lasers + ER PPC (All weapons that do damage at close range)
6 - Gauss + ER PPC (All weapons that do extended range damage)
I find it very very useful, even if 80%+ of the time I'm only using groups 1, 2 and sometimes 3. But when they're useful, they're REALLY useful.
My philosophy is that any design should be operable by 3 buttons maximum, and the remaining groups should offer extra situation flexibility, when required. Allows you to have your KISS cake and eat it, too.
Edited by Victor Morson, 05 July 2013 - 05:37 PM.
#14
Posted 05 July 2013 - 05:56 PM
#15
Posted 05 July 2013 - 05:59 PM
#16
Posted 05 July 2013 - 06:53 PM
I have 6 groups mapped, but in practice tend to use 3-4 most of the time. The 5th and 6th are easy to hit though, if need be.
#17
Posted 05 July 2013 - 07:03 PM
#18
Posted 05 July 2013 - 07:03 PM
EDIT: Using a logitech g400 and keyboard, the g400 has a left/right button, two thumb buttons, a scroll wheel button, and three programmable dpi buttons.
Edited by aniviron, 05 July 2013 - 07:04 PM.
#19
Posted 06 July 2013 - 08:27 AM
#20
Posted 06 July 2013 - 08:49 AM
I usually use 4 groups defined by range, projectile speed, or weapon location on the mech. I can add a fifth if needed.
I have a dedicated Alpha-Strike button for use on shutdown mechs or when special battle events occur, like a mech charging straight at me with a superior loadout, say they have 2xAC20s. My mechs usually carry 3 to 4 weapons, but only one AC20 possible, so the Alpha-Strike is my equalizer of last resort.
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