Its a pretty simple solution to the problem of trying to fire weapons in pairs, such as large lasers or ac2's. With the current system its impossible without a 3rd party macro since even a few ms off on the timing and your getting heat penalties.


Allow One Key To Multiple Bindings
Started by Asmosis, Dec 05 2013 05:22 AM
3 replies to this topic
#1
Posted 05 December 2013 - 05:22 AM
#2
Posted 05 December 2013 - 09:23 AM
Asmosis, on 05 December 2013 - 05:22 AM, said:
Its a pretty simple solution to the problem of trying to fire weapons in pairs, such as large lasers or ac2's. With the current system its impossible without a 3rd party macro since even a few ms off on the timing and your getting heat penalties.
Well, the specific problem you're talking about can be fixed by putting them into a second weapon group. For example, if you have 4xAC/2 and you have the left 2 in group 1 and the right group in group 2, you can put the full 4 of them into group 3.
A better example of binding multiple things to one key would be to allow you to say, bind weapon group 6 and JJ to your spacebar. This way, you can JJ when you're in a JJ capable mech, but you can use spacebar as an easier to reach additional weapon group when you're not in a JJ capable mech. This would be really great for running say, TAG in an LRM mech with no JJ.
Edited by Doctor Proctor, 05 December 2013 - 09:38 AM.
#3
Posted 05 December 2013 - 01:22 PM
Doctor Proctor, on 05 December 2013 - 09:23 AM, said:
A better example of binding multiple things to one key would be to allow you to say, bind weapon group 6 and JJ to your spacebar. This way, you can JJ when you're in a JJ capable mech, but you can use spacebar as an easier to reach additional weapon group when you're not in a JJ capable mech. This would be really great for running say, TAG in an LRM mech with no JJ.
That idea is too good. Good ideas don't have any place here.
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