- User Since
- Jun 17 2014, 6:29 PM (364 w, 6 d)
May 11 2016
Thanks, then this applies in that particular case then, and always when carrying a second large object that can never fit in a backpack.
I hope they give use the flexibility to implement controls properly like this. The options available to us right now are too clunky to allow a seamless and intuitive scheme with the limited amount of keys we have access to.
I agree with your suggested solution, except I would prefer that that the action of the keys when in prone position be swapped around. I personally feel like it is a more natural result to press the stand key and get a resulting stance that is higher than pressing the prone key again. Other than that our suggestions are exactly the same for the crouch and prone keys.
I don't think the jump key needs to necessarily be tied to the action key though, that is making context sensitive control a risky proposition when you need to jump. I can already forsee wanting to vault a fence and instead inspected a dead body, or some other random action. I currently have my vault key set to move+X, whilst also using X for hold breath. This works well because you never need to hold breath and move, thus freeing up another key for something else.
I don't know if I have gone crazy, but I was sure this was fixed in a recent patch, but I played yesterday (26th Feb) and it wasn't working again.
I'm standing just off to the side of a doorway and walking towards the outside corner of the door frame.
May 10 2016
Two things need doing to fix this:
- FOV MUST be unchangeable in game so that it can't be abused. However, players should still be able to set it prior to joining a game in the main menu. A tiny test level could be loaded so that the player can set it correctly in the first place.
- Scopes should be fixed so that they zoom the same amount regardless of your FOV. No one is getting motion sickness whilst sniping, if you are, you are doing it wrong. Alternatively, if people believe this unfairly gives an advantage to the "fish-eyes", and if the in game FOV was unchangeable, then the scope could work as currently (multiplying the non-scoped view)...just as long as the mildots are fixed.
With the way it is now, everyone can simply lower it in the menu when the are sniping, and then reset it when they are finished. I have seen this done by streamers and also in Youtube videos. In addition to that, you can lower your FOV without a scope which results in hilarious binocular eyes.