Currently, weapons have to be bound during vehicle creation. While this works, it can create issues with having too many weapons and not enough slots to put them in. For example, a a heavy tank with 2 cannons, a mg, and a ml. Assign each weapon a number based on its spot on the UI, and display its binding. Weapon #, binding slot, type, name, ammo count. 1 P CN Name Ammo count 2 P CN Name Ammo count 3 S MG Name Ammo count 4 U ML Name Ammo count 0 Reset Key for binding slot P- primary fire S- alt fire B- assigned to both U- unassigned For example, ctrl will bind to primary fire, alt will bind to secondary fire ctrl + 1 will bind the first cannon to primary, ctrl + 1 again will unbind ctrl or alt + 0 will clear all bindings from that binding slot. I am not sure how possible this will be to implement, but aside from needing a bit of new code, I cant see any downsides. As an added bonus, this will let us get rid of an entire page on the vehicle creation interface.
Well sometimes I am stupid enough to get a tank out that has canon on mouse1 and missile+mg on mouse2. It would at least be nice to optionally rebind the weapons without a repair pad (and all armor gone?). How would we start in a new vehicle Nickierv? If I had said heavy tank would I have to go through ctrl+1 ctrl+2 alt+4 each time I spawn a tank? And when I'm in a 'mixed' combat and encounter infantry and tanks, would I have to: alt+0 alt+3 to attack infantry and then alt+0 alt+4 to get back on a tank? In that case I totally prefer the current system where I can be sure that my infantry setup is bound to the key '2' and my anti tank setup is on the '1'.
Good point. After reconsidering, the current system of having weapon sets bound to the number keys should be kept, but also add support for modifying the weapons in the weapon slot using ctrl and alt as shortcut keys. I may also be over thinking the problem…
I'd like to have maybe some automatic controls put in, so you can make a tank from scratch faster. Say, it automates it so any cannons go on 1. Primary. If there's no cannons, then an MLs becomes 1. Primary, else it's 1. Secondary. If there's no cannons or MLs, MGs become 1. Primary, or 1. Secondary or 2. Primary if needed. It won't make everyone happy but it will definitely help speed up building a vehicle. (You can still rebind if you want though)
what about something like? hold down mbt 1 = machine gun fires click mbt 1 = cannon click mbt 2 is missile hold down mbt 2 is grenade could get annoying real fast though
Allow mouse3-5 to be bound. Allow scroll wheel to let you flick through weapon groups (at the moment, you have to use the number keys). Voila, you made it awesome.
I got an mouse 4 and 5 but. 4 is set to voice chat(PTT). and 5 is what the F/G key was voice commands.
Some refined ideas for improveing weapon asignments: 1. Add a third fire mode (mouse3?) 2. Allow for vehicles to be created with unbound weapons (will need some way to bind weapons) 3. Use the original idea to bind/unbind weapons without needing a repair pad 4. Tanks keep armor if they are just changing weapon bindings