#Chaser One Timer conflict with calling for Pass

16 messages · Page 1 of 1 (latest)

feral ermine
#

The one timer skill has the same keybinding as Calling for Pass which is really bad design.
When you want to call for a pass you do the one timer, potentially slowing you down. Please change the default keybindings to something else. (I know I can rebind this manually, but it's really bad for new players).

e.g.:

  • call for pass => right mouse button or Q
  • secondary action => stays as is
round breach
#

Right mouse button is drift, trust me you need drift to play well.
Q is single play fast swap to different chasers, so binding it over that shouldn't cause any issues though.

feral ermine
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ah yeah I forgot about the drift and single player Q. maybe R or F than.... also the numbers (1-4) would work. in the end doesn't really matter but having 2 functions on the same key that are conflicting with each other don't make sense

round breach
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R is role swap
F is ball focus
1 is emote wheel
2 is quick chat wheel
Idk if 3 or 4 are anything.

They already overloaded E, so overloading Q isn't a bad thing, especially in multilayer.

feral ermine
#

3 and 4 actually seem to be not used atm.
And I'd rather prefer to have emote wheel and quick chat less accessible but important game mechanic skills more accessible, but yeah, I'm also not an User Experience expert.

hard moss
#

actually allowing custom assignment would be enough

hard moss
feral ermine
hard moss
#

Fully agree

high oracle
#

Controller sets you to sharpshooter as your basic controller set up bump is right stick (which is move) and triangle/y (which is onthe same side so you either gotta rebind or just not move when bumping

teal thistle
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Just wanted to add some info here. The reason we decided to leave them bound to the same button is because calling for pass makes the AI pass to you pretty immediately if they can. Pair that with the one-timer and it becomes a one button set up to do a pass-shot. This is also why we let you rebind call for pass. We recognize that the default doesn't let you do one without the other.

feral ermine
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Never worked for me - the Pass Takes longer than the one Timer therefore it's useless, but thanks for the explanation

high oracle
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What dark penguin said above the cool down and catch overrode the chance of doing 1 timer without remapping the controls

final rain
# teal thistle Just wanted to add some info here. The reason we decided to leave them bound to ...

I appreciate the additional information but as someone who plays as chaser most of the time I can say that it's causing more issues than solving problems. Using one timer is something I am only ever able to use in very specific situations, where I'm in front of the hoop, someone else too and this other person is passing to me rather than trying to score themselves (which barely happens). Even then I have to think quick and I mostly don't think about using one timer.

What tends to happen more often is that, when the enemy team just scored and the quaffle is in the hands of the keeper, I'll be near our hoops asking for a pass. But sometimes the timing is so wrong that I accidentally throw the quaffle by means of one timer in front of me, leaving it wide open for the enemy team to steal and score again.

winged axle
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Simple answer is one timer should call for a pass by default, but there should be a unique call-for-pass-only bind so you can optionally do it without onetime.

Also, please remove pass calls from bots. I literally ignore all calls for pass because i assume its just a bot calling. Bots should never call for a pass.

final rain