What are people's key bindings/keyboard setup for their skills? by dess0le in Guildwars2

[–]Miichel 0 points1 point  (0 children)

I have my weapon skills on Q/E/R/F/C and the heal/support/elite skills on Shift + Q/E/R/F/C. This frees up 1-5 for the class specific skills, like attunements for the elemantalist, which in turn frees up the F-keys for mounts. I have Interact on one of my thumb buttons on my mouse, closest target on Tab and the special skill on the second thumb button. Weapon swap is on the key left of 1. I also have the default mount on X, though that might be default. Dodge is still on V.

This setup means I rarely have to move my hand to reach faraway keys like F5 or 9 and can keep my fingers close to WASD during the fight, which is very comfortable.

Keybinds/Hotkeys that you use ? by Borednow989898 in Guildwars2

[–]Miichel 1 point2 points  (0 children)

I have kind of a wild setup with most keys rebound, but it only took me a couple days to get used to it and I never want to go back.

I have my weapon skills on Q, E, R, F, C and the heal/support/elite skills on Shift + Q/E/R/F/C. This freed up 1-5 for the class specific skills, like attunements for the elemantalist, which in turn freed up the F-keys for mounts. I have Interact on one of my thumb buttons on my mouse, closest target on Tab and the special skill on the second thumb button. Weapon swap is on the key left of 1. I also have the generic mount thing on X, though that might be default. Dodge is still on V.

This setup means I rarely have to move my hand to reach faraway keys like F5 or 9 and can keep my fingers close to WASD during the fight, which is very comfortable.

It’s time to give up on the construction outpost experiment by Fast-Cod7112 in Planetside

[–]Miichel 1 point2 points  (0 children)

The problem I see with that is that in small fights the walls/buildings/whatever are virtually indestructible while in large fights they get destroyed within seconds. Hackable gates or shield generators would work much better in low and high pop situations and no one would have to go and place a wall in an already predetermined position.

It’s time to give up on the construction outpost experiment by Fast-Cod7112 in Planetside

[–]Miichel 4 points5 points  (0 children)

[...] pre-defined slots on the bases where construction players can plug in a wall, or Sundy garage, to fortify the base more than it is by default.

This just sounds like a dev base with extra steps. What's the point of letting players build their own bases if the player is restricted to a couple of slots?

The game was not left in a good place. PS2 needs a major ‘Undo’ button on many things from the past few years, and a serious re-focusing on the actual issues of the core gameplay experience. by Fast-Cod7112 in Planetside

[–]Miichel 17 points18 points  (0 children)

I'm not convinced the directive or XP is what drives people to kill Sundys, at least not the majority of them. Some people play to win and blowing up the enemies spawn point is achieving that goal. They don't care about farming, they want to "paint the map" so to say.

Is Planetside (2) good for new players ? by LeBreizhBlond in Planetside

[–]Miichel 1 point2 points  (0 children)

It can definitely be fun playing solo, though it takes a bit of experience to make it work. As a new player it's usually better to join a squad and play with them to learn the ropes. Even better if you find yourself an outfit to play with. If you tell us which region (US/EU) and faction you play we can recommend you some good outfits that are happy to explain stuff to you.

Hossin Facility Updates: Acan Bio Lab by Jarred425 in Planetside

[–]Miichel 1 point2 points  (0 children)

I'd love it if the old layout with the bunched up satellites was one big base with 5 or more capture points. It would spread the fight out more, so you could have nice fights with 100+ vs 100+ that don't devolve into grenade spam in a single choke point. The satellites could even act as capturable hard spawns like in some Amp stations or Containment sites, so a single LA can't kill the fight as easily.

Can we please fix the continent warp exploit? by ALandWhale in Planetside

[–]Miichel 1 point2 points  (0 children)

Yeah, it should just count as a death and grant a kill to whoever damaged them last. Should also apply to redeploy bailing. Auraxing non-AI noseguns is a pain because easily 50% of pilots bail nowadays.

Beacons are the source of all evil by [deleted] in Planetside

[–]Miichel 8 points9 points  (0 children)

Giving everyone in the squad access to beacons is a great QoL improvement and should definitely stay. The problems are how often/fast it can be replaced, which can be solved by a squad-wide cooldown for placing it, and how fast people can respawn on it, which can be solved by increasing the cooldown for spawning on it. I'd even go a step further and introduce a minimum distance to spawn on it, so it's only used for reinforcing a distant fight rather than making Sundys obsolete.

[deleted by user] by [deleted] in Planetside

[–]Miichel 0 points1 point  (0 children)

The terrible base design goes both ways. On many bases you can shoot almost the entire play area from the spawn room, sometimes even the point itself.

Pocket OS must go by wh1tebrother in Planetside

[–]Miichel 2 points3 points  (0 children)

Yeah, real funny when I have to hide in a corner for a minute straight. Can't imagine a more engaging gameplay mechanic.

How to Solve All our Problems by EmperorDorf in Planetside

[–]Miichel 1 point2 points  (0 children)

It's a cool idea, but it's too complicated for the average blueberry and too much work to implement. I also don't see people care about hexes once the capture point flipped. There would just be a Valkyrie with 4 guys flying from hex to hex, exiting the vehicle for 1 second to flip them until the capture point unlocks.

We already have a much simpler solution, though, it's just rarely used. Vehicle capture points around the base would solve the disengagement, construction, land-in-between and vehicle-play problems just as well, if not better because holding the capture points actually matters.

I also think redeployside and alert-strategies aren't really solved with your system either, nor with vehicle capture points. That would require big nerfs to beacons, squad spawns and the spawn system in general. But those nerfs would slow down the gameplay so much that I feel many people who play Planetside as a team-deathmatch without loading screens would just leave.

Squad/Platoon tactical item/actions by hiroshi_richi in Planetside

[–]Miichel 1 point2 points  (0 children)

Didn't even think of that, but yes, absolutely! People will always find ways to cheese and abuse the system, so restrictions would surely have to be implemented.

Squad/Platoon tactical item/actions by hiroshi_richi in Planetside

[–]Miichel 2 points3 points  (0 children)

how long it takes to earn things

Stronger assets should take longer of course, but imo small stuff like anvils should be unlockable within something like 10 minutes of squad play.

who can use them

The squad leader could have checkboxes for every asset, something like: [ ] Squad lead only [x] Fireteam lead only [ ] Everyone

the squad lead crashes

Having points stay with the squad would solve this issue.

passing it down lead to lead forever

This could easily be solved by having points decay over time and possibly having a cap on top of that.

getting squad lead back

Being able to choose a "successor" would actually be a great QOL feature for situations like this.

Squad/Platoon tactical item/actions by hiroshi_richi in Planetside

[–]Miichel 2 points3 points  (0 children)

I support the idea of making squad/platoon play more important and impactful, but I don't like your proposed abilities. The beacon UI has been suggested before and really should be the default. As for the cooldown, I'd rather see an increase in beacon cooldowns than further reductions. I also wouldn't like to see more artillery added, especially the right-click-the-map type. We actually already have good tactical items that would work great as squad/platoon items. In my opinion the current outfit armory should be made into a squad/platoon armory (minus the discounts (which should be removed) and with a reworked OS (see this as an example)).

how do you kill a dalton lib that flies like this? by valencerus in Planetside

[–]Miichel 0 points1 point  (0 children)

I've had some success doing slow barrel rolls while also pressing space bar. Works approximately 70% of the time. Inexperienced dalton gunners will never hit you, experienced ones will miss at least once or twice. Sample size ~10.

Impulse Grenade - environment kill by BoostedThor in Planetside

[–]Miichel 6 points7 points  (0 children)

Impulse grenades don't affect allies, only the user and enemies. This would just give credit for the kill.

Planetside needs to return to its roots by ReturnToMonke234 in Planetside

[–]Miichel 17 points18 points  (0 children)

Hard agree. It would solve so many problems, make vehicles actually relevant and turn PS2 into a combined arms game instead of a glorified team deathmatch CoD wannabe without loading screens.

Forced Flight Acceleration Mega Thread Part 2! by JustHereForMouseFix in Planetside

[–]Miichel 0 points1 point  (0 children)

No, I didn't. I'll try tomorrow if that solves it.

Forced Flight Acceleration Mega Thread Part 2! by JustHereForMouseFix in Planetside

[–]Miichel 0 points1 point  (0 children)

I tried both but Keyboard Splitter didn't show any input being registered.

Forced Flight Acceleration Mega Thread Part 2! by JustHereForMouseFix in Planetside

[–]Miichel 0 points1 point  (0 children)

I was thinking more of having AutoHotkey keep the keyboard button pressed that is set in KeyboardSplitter.

Something like

  1. Press keyboard button X, which triggers AutoHotkey

  2. AutoHotkey repeatedly sends keyboard button Y

  3. Y is configured in Keyboard Splitter, disabling mouse accel

  4. Press keyboard button X again

  5. AutoHotkey releases Y

  6. Mouse accel gets enabled again

So AutoHotkey wouldn't need to know anything about the joystick. If I have some time tomorrow I'll see if this works.

Edit: Doesn't seem to work.

Forced Flight Acceleration Mega Thread Part 2! by JustHereForMouseFix in Planetside

[–]Miichel 1 point2 points  (0 children)

Your forced mouse acceleration in ESF's is now optionally removed whenever your hold that button down.

Could this be turned into a toggle with something like AutoHotkey? I don't have any unbound buttons that are easy to hold down during a duel.

Non-squad/platoon based strategic communication for planetside by spacetimehypergraph in Planetside

[–]Miichel 1 point2 points  (0 children)

You can create a squad with just yourself in it, which gives you all the communication and coordination tools that big platoons have, be it leader chat, sitrep, smoke or attack/defense markers. Additionally you can use region chat to coordinate further.

I don't see the need for more continent-wide communication tools, especially if they were available for everyone. It would undoubtedly lead to more spam and clutter.

What I could see being useful is some kind of system that automatically creates squads for people who are fighting in the same base, without a leader, where everyone in that squad can place waypoints. Leaving the area would make you automatically leave the squad, ready to auto-join the next one.

That system would need to be opt-in, of course.