For example: you could map weapon 1's attack to the X button on a joypad and weapon 2's attack to Y, so you could switch weapons way faster than you would by just cycling back and forth, especially if you've purchased additional weapon slots.
(It could still do the weapon switch animation if you don't have the weapon out.)
The ability to map each weapon to its own key
Lun, 08/29/2011 - 23:34
Regulus
Mar, 08/30/2011 - 02:58
#2
Starlinvf
A pick, then select method is
A pick, then select method is too cumbersome in a fight. Plus the draw/stow animation is fast enough to where cycling doesn't pose a huge problem aside from keeping track of which slot your on.
The problem right now is the num row keys, which is traditionally weapons selection, are used for items. And there isn't 4 other keys contiguously open on the left side of the keyboard. At best they could add them as unbound keys and let players figure out how they want to do it.
I know this subject has been broached tons of times but it is a valid point. Key mapping weapon slots for a game pad would be nice but theoretically it would be two button presses, one to pull it out and then again to use it? I'm not sure how the mechanic would work, unless they coded a way for the button presses to confirm an item was out and then afterward the same button became the input for the attack.