Below are various tests of selective keybindings. The video's not really interesting, I just had capture on while testing this and it takes 2 minutes to edit..so there.
To sum it up, as it stands now, we have separate keybinds for:
- Select > to select and drag-select actors
- Multi-select > doesn't work afaik
- Move > to give a move order
- Interact > to interact with props, lootables, zone transitions
- Attack > to validate the use of an ability, or an attack command
- Attack Cursor > switches cursor to attack command mode
- Cancel Action > cancel any action, move
Some remarks:
1) Why split Select, Move, Interact and Attack?
I'm all for more keybinds usually but shouldn't these be contextual and all merged into a single "Select" keybind?
- If I click on empty ground, it's a move order.
- If I click on a friendly Actor, it's a select order.
- If I click on a neutral Actor, it's an interact order.
- If I click on an enemy Actor, it's an attack order.
- If I click on a prop, lootable or zone transition, it's an interact order.
- To force attack a friendly or neutral Actor, I use Attack Cursor, then Select
2) Despite all these keybinds, in menus, inventory and whatnot, all interaction keybinds are static (LMB and RMB)
3) Only RMB, LMB and MB2 can be bound currently in game. However, a simple modification directly in the registry clearly shows that you can remap use MB3, MB4, MB5 and it works just fine as seen below. Allowing them to be bound in the game options would be nice at some point.
4) All keybinds you'd usually find bound to mouse buttons worked fine using keyboard, even drag multiselecting using for example A as the keybind (just need to hold the key down and move mouse). However, Drag Formation doesn't work that way and is basically unusable via keyboard binding.
5) Queue keybind (the missing string) seems to work fine afaik. That said, you cannot assign SHIFT currently in the options, which I believe is the most common form of queuing modifier.
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mutonizer
Below are various tests of selective keybindings. The video's not really interesting, I just had capture on while testing this and it takes 2 minutes to edit..so there.
https://www.youtube.com/watch?v=Mdy-c0sjI7c
To sum it up, as it stands now, we have separate keybinds for:
- Select > to select and drag-select actors
- Multi-select > doesn't work afaik
- Move > to give a move order
- Interact > to interact with props, lootables, zone transitions
- Attack > to validate the use of an ability, or an attack command
- Attack Cursor > switches cursor to attack command mode
- Cancel Action > cancel any action, move
Some remarks:
1) Why split Select, Move, Interact and Attack?
I'm all for more keybinds usually but shouldn't these be contextual and all merged into a single "Select" keybind?
- If I click on empty ground, it's a move order.
- If I click on a friendly Actor, it's a select order.
- If I click on a neutral Actor, it's an interact order.
- If I click on an enemy Actor, it's an attack order.
- If I click on a prop, lootable or zone transition, it's an interact order.
- To force attack a friendly or neutral Actor, I use Attack Cursor, then Select
2) Despite all these keybinds, in menus, inventory and whatnot, all interaction keybinds are static (LMB and RMB)
3) Only RMB, LMB and MB2 can be bound currently in game. However, a simple modification directly in the registry clearly shows that you can remap use MB3, MB4, MB5 and it works just fine as seen below. Allowing them to be bound in the game options would be nice at some point.
4) All keybinds you'd usually find bound to mouse buttons worked fine using keyboard, even drag multiselecting using for example A as the keybind (just need to hold the key down and move mouse). However, Drag Formation doesn't work that way and is basically unusable via keyboard binding.
5) Queue keybind (the missing string) seems to work fine afaik. That said, you cannot assign SHIFT currently in the options, which I believe is the most common form of queuing modifier.
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