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dogma04

Control Scheme question

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I love ArmA3. To me it is the best in the series. Many of the issues & clunkiness of previous iterations have been fixed.

I especially love the smoothness of the "Use default action" function, particularly when it comes to vehicles. Stuff like this allows for the maintenance of the sim quality of the game, yet helps lower the bar for new players.

Though I do have one question. It deals with what has always been my primary issue with the ArmA series.

Why is there no quick way to switch to a specific weapon?

I know in ArmA3 there is now the 'next weapon' bind, and 'F' switches between fire modes. But that's not what I mean. I have buttons the can directly pull up my watch, GPS, compass, etc. But when I want to switch between my primary weapon, sidearm, or launcher I have to either scroll menu it or switch through the group.

With the cool new inventory system, your primary, sidearm, and secondary weapons are clearly defined visually. So why not set it up that you can keybind switching to those slots directly. My recommendation would be the 1, 2, & 3 number buttons on the top of the keyboard.

We already use the ` key to toggle between command mode, why not have it setup that it will toggle those three between quick inventory & radio buttons? It would remove the last significant barrier for new user, while make the play experience more fluid. If I was out in the field, I wouldn't have to think, "OK, I want to switch weapons, now which one should I use." No, if I wanted my pistol I'd sling my rifle and grab it. Same with my secondary weapon.

Further, when playing multiplayer most of us use VOIP or in-game chat. So the loss of these 3 buttons as default radio options isn't that big of a hurt. And with a key that will let me toggle them for 'Radio on' wouldn't be that big of a step to get used to if I needed them.

This is really my only issue with ArmA3. I think it's a small step/change that would take a really good game, and make it a GREAT one.

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Actually...

There is a bind to directly draw your sidearm. Pressing it repeatedly will toggle straight from primary weapon to sidearm and back again.

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Actually...

There is a bind to directly draw your sidearm. Pressing it repeatedly will toggle straight from primary weapon to sidearm and back again.

Understood, but that's only between those 2 weapons.

Situation, I have my LAW out. Getting ready to hit a vehicle. Oh CRAP! Infantry just came around the corner! Need rifle!

Scroll.

Select Rifle.

Accidentally Left-click instead of space.

Fire rocket.

Remember to click space.

Start switch animation.

I'm dead.

I know there are keys like you said to switch between sidearm & rifle, and even to go next weapon/previous weapon. But none of those provide the sure and quick ability as I proposed above.

Not only that using the 1, 2, & 3 keys would significantly lower the bar for entry into this fantastic series. I have many friends who would LOVE ArmA, but they can't get past the awkwardness the current setup causes.

As I said, it's just three buttons. A key can be set to toggle them between radio & inventory buttons. And in MP most of us use VOIP anyway.

So as I see it it's a small change w/ negligible downsides, and plenty of upsides.

-D

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Options/controles/weapons

-Next weapon. (Weapon modes)

-Previous weapon.

-Switch weapon. (Rifle/AT-weapon)

-Switch gun/handgun. (Rifle/hangun)

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Options/controles/weapons

-Next weapon. (Weapon modes)

-Previous weapon.

-Switch weapon. (Rifle/AT-weapon)

-Switch gun/handgun. (Rifle/hangun)

Look at that, 4 different options to do the same thing. Yet if I'm holding my launcher, is my pistol next? Or previous? In the heat of battle thoughts like this MATTER. It's why I made my point about real life, something I'm loathe to do when talking about video games but this IS a sim.

So instead of having the binds set up to switch between the 2 weapons, set them up to pull out the item in that inventory slot. It's smooths out game play, and lowers the bar/learning curve for new players.

Also I'm not talking about doing this will all items, like your standard FPS, but just with sidearm, primary, and secondary weapons. You'd still need the scroll menu to pull out AT mines and the like. It still maintains the simulator standard of play, but tightens things up a bit.

---------- Post added at 21:27 ---------- Previous post was at 21:23 ----------

As recommended, I have made a post in the bug/feedback tracker.

http://feedback.arma3.com/view.php?id=4448

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Last I checked, is it even possible to tote more than one primary weapon or more than one sidearm at once without modding? I had previously thought that this would be the case, but seeing as the alpha is evidently using the Arma 2 style ("one primary, one secondary, one launcher") -- which, amusingly enough, is in line with regular shooter games -- then the simplest solution would be to either manually rebind the "long gun/pistol" key or (as a development patch change) change the Arma 3 preset to that, in both cases to a more appropriate key -- although this is a tricky subject seeing how many keys are already taken up on the left-hand side of a standard keyboard and how the scroll wheel (a solution in other shooters) is unavailable here by default without also rebinding the action menu.

I understand your concern regarding the AT weapon, but all I have in mind if forced to use a single key (instead of two like other shooters) is some sort of "hierarchy" where in the event of a character having all three, the "long gun/pistol" key would have the character switch from AT to the long gun if the character has a long gun, or to the sidearm if the character only has a sidearm, though I recognize that this means that the action menu would still be needed to switch to the AT weapon.

Re: 1, 2 and 3 keys -- at this time we're still stuck (yes I said "stuck" as a negative) with the same Arma 2 squad command system, hence why the number row keys are unavailable by default.

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I'm not saying you have to use all these four options, just that they are available for easy use. I prefer to use "selected action" instead of "default action," which mean I only have to scroll my wheel and press fire.

I'd really suggest you load up the editor and place a player and invest 30 minutes on custom fitting your controls to your liking. You can free up a lot of keys, if you give a little thought into your setup. You can make all kinds of modifiers, double-presses ect.

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Mind you, this does somewhat seem to imply that we could stand to have a better "Arma 3" default preset than what we've got so far, although of course "best" defaults are so subjective (i.e. the "Arma 3" preset is pretty clearly Jay Crowe's personal preferences)...

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I'm just saying it would be nice to have this option. And since this in an alpha, all the better to get the requests in and discussion going before we are relegated to a system we don't like.

And I'm not saying there should be more than one weapon in each slot. I don't want Doom, or Crysis, or another standard FPS. Just a way to directly select between those three items. Like we can w/ the Compass, or Watch, or Binocs. I mean it's criminal I can hit 1 button and depending on what it is it will pull up one of those three. But no such thing exists for the WEAPONS. Which arguably are more important & time sensitive when it comes to selection.

Also, I know I can set up the controls as we'd like. But the option to bind to inventory slots does not exist. Putting that in & defaulting it to something like 1, 2, or 3, doesn't detract from what ArmA is. But will drastically lower the last significant hurdle to getting the casual player started on our addiction. THEN once they're in, they can spend the 30m needed to bind the more advanced functions to their liking.

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I'll agree that it's incongruous how Compass, Watch and Binoculars all get their specific keys, but I believe that that's a possible oversight of the developers when it came to "changing the infantry simulation"... unfortunately (for your perspective I suppose) thanks to the "only one of each toted at any time" with regards to weapons, the single key does basically cover the two most 'crucial'/time-sensitive of infantry weapons (long gun and sidearm) which I believe suffices for when we're still limited to one weapon of each time, at least if the "hierarchy" of weapons when switching from AT weapons applies (defaulting to long gun if available and sidearm if not) though I recognize that this means "action menu/scroll wheel to AT".

I would add that before the devs would consider revising the 1, 2 and 3 keys, you would have to make a compelling case for how to retain all current functionality when the 1, 2 and 3 keys are no longer available for that purpose, since it's seemingly because the devs haven't figured out a better method that the 1, 2 and 3 keys are unavailable. This isn't a disagreement with the idea of 1, 2 and 3 becoming "slot 1, slot 2, slot 3" keys, but a question of how you would intend to 'sell' the idea to BI of it being the 1, 2 and 3 keys (not least since so many of the keys on the left-hand side are occupied).

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I understand what you're saying. But in answer to that, my question is why not?

They don't have to be default bound to those keys, it could be numpad, F keys, or whatever. But give us the ability to bind those inventory slots to keys. It takes nothing from the game, and only adds functionality and ease of use. Which are good things in my mind. Heck, replace the compass, binoc, watch keys if necessary.

But at the moment, those radio keys aren't much use to us as players. Many of us play the game online and w/ VOIP. So adding a button to toggle the number keys between radio and other commands (like the inventory ones I've proposed) would help a lot. OR use other keys for the default inventory keys. Replace 'switch handgun/weapon', 'switch rifle/launcher', and 'next weapon.' It doesn't matter the keys, just the option. I suggest 1, 2, & 3, because those are the standard for most shooters.

For me, it's about ease of introduction to the ArmA series. It's a great series, but has a bit of a reputation for clunkiness & a high learning curve. Most of those clunky issues & hurdles for the new player have been removed this one still stands. The sim aspects & difficulty of the game should come from tactics, strategy, and teamwork. Not through a difficult to use UI, or one that takes 30m for the starting player to learn.

How would I sell it? I see making this small change as a way to open the market for ArmA to a new crowd. Those who have never played before, or left, because the UI was so difficult to learn. If you make that initial step easier, it's easier for new players to experience what keeps us playing. New players = more sales. More sales = more money. I don't see it as a change that provides any loss, and nothing but gains. I don't care what the defaults are, just give us the ability to bind them. Like we have w/ our grenade.

To see my point, imagine yourself as a new player. What are the key things a new person needs once in game?

  1. The ability to move.
  2. The ability to locate oneself on the map.
  3. The ability to locate the enemy.
  4. The ability to shoot the enemy.
  5. The ability to easily enter/exit vehicles.
  6. The ability to switch weapons as the situation demands.

Those, to me, are the 6 critical hurdles for a new player to any shooter. W/ easy mode 1-4 are natural and easy. WASD for move, mouse for look, M for map. You and friendlies are one color, enemies are red. Left-Click shoots, R reloads, and G tosses a grenade. All of these are natural and fit to the standard we've been trained for years to use. Space bar for default action is a bit awkward but the showcases do a great job of explaining it. It only becomes difficult when you want to switch weapons. If you've never player ArmA you don't know about the scroll menu, then you have to go into the controls menu to find the weapon keys. Or you hit a number key and get confused & lost in the radio menu.

It just seems an unnecessary hurdle that can be easily fixed. Having the option won't lessen the game. If you don't want to use them, then re-bind those keys to something else. But for people brand spanking new, it removes the last major hurdle from entry that the previous versions had. As I said, it's an option that I feel has no downside and plenty of upsides. Both in gameplay AND sales.

I also made a feedback report last night, I posted the link earlier. Feel free to use both! The more attention the issue gets, the more chance of a solution that comes. Whether it's my suggestion or someone else's. To me the key is getting the option, not what it's bound to.

http://feedback.arma3.com/view.php?id=4448

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