Forums » Suggestions

secondary trigger when piloting capships

Nov 30, 2023 mybeatsarebollox link
With the implenentation of /+activateturrets pretty much every player with a capship, and many even without, have it either set as a press and hold bind and/or as a toggle via aliases. This takes up keyboard space, joypad buttons or even just extra droidbuttons needed.

Would it be possible for sheer user convenience and freeing up buttons for us to configure the turrets onto the secondary and tertiary triggers in the weapons group screen as you do for every other ship?

As in I would be able to add all three, or less, to the secondary trigger and have them all fire in the same way they would using autoturrets but without the need for extra binds or ovelapping buttons.

I feel this would benefit users on all platforms but especially those with button limitations and those that struggle to understand how binds and aliases work.
Dec 03, 2023 IonicPaulTheSecond link
+1. Not only would this free up some input by replacing (or at least supplementing) ActivateTurrets, but you could fire only certain weapons without having to manually deactivate certain turrets, which is very slow in combat and only good for something I know I'm not going to use for an extended period of time.
Feb 08, 2024 incarnate link
This has been implemented as of 1.8.680.
Feb 09, 2024 darknessrise13 link
Loving this addition, but I do have one question. Is it possible and/or feasible for missile turrets to have their initial firing point towards the target? I.E shooting swarm turrets with the target in front of you, you would be aiming towards the target if you were piloting the turret and it cuts down on the time/distance it has to use to align itself on the correct trajectory.
Feb 09, 2024 incarnate link
Possibly? But let's make that a different Suggestion (with a unique thread), because, while it may "seem" related to an end-user, from a development standpoint it's a pretty different issue to examine.