In the announcements channel, it was announced that for keyboard and controller users, the devs will add 2 more keybinds for setting the aim direction, which sounds like a good change. But there is one more thing that I think can be added in the game: A keybind that allows the player to decide whether the aim is locked in a particular direction or not manually. In the patch, pressing and holding down the primary attack keybind automatically locks the character's aim in the direction they are facing. And as far as I found in my 8 hour playtime, only the primary attacks lock the attack direction, not the secondary and not the special skill, that too only on some characters.
To change attack direction, the player has to stop using the primary, wait for a little bit and then fire the primary after changing direction again. There also seems to be a bit of buffer after an attack animation ends (at least I felt it, don't know about other people), where the character remains in the "locked" state and doesn't change direction. All of this makes changing direction while shooting a fairly clunky when compared to ROR1
To counter this, a keybind can be added that manually allows the player to lock their aim. This is either a toggle or a press and hold action. How it works is simple; when the aim lock isn't toggled, the character changes the aiming direction instantly as the attack animation ends, like in ROR1. The character still moves slowly while attacking like it does RORR. When the aim lock is toggled, the direction in which the player is facing is locked and the player can now attack in that direction till the lock is toggled off. The toggle does not reduce the player speed by itself and doesn't affect the direction of utility skills. It only locks the direction that the player was facing for attacks. Also, the buffer period added after attack animation is removed entirely (I am not sure if this really is a thing but from what I felt like when I played the game)
#Manual aim lock keybind
6 messages · Page 1 of 1 (latest)
This makes aiming a bit more clunky (probably) but gives the player more control as to where they want to attack. Also, I don't think that the game allows the character to move during the secondary and special skill. This solution might also counter that. As for the direction in which the player moves while using utility skill (blink, tactical roll, etc.) is still governed by the direction of movement, not the direction of shooting
There are games where a similar mechanic is implemented, Cuphead being the best example of that. In Cuphead, there is a lock keybind that lock the direction of shooting
In ROR1, the direction in which enforcer is shooting is locked upon the use of protect and serve. Enforcer can now move more or less freely but can only shoot in the same direction. This can be added into the game as a separate keybind for all characters
I don't want the devs to remove the features that they are planning to add. I am only asking to add this as a separate feature along with the feature that they are currently planning to add. Maybe add this as an accessibility option?
duck game has a very similar system where you can hold a key or button to strafe, which prevents you from turning so long as the key is held. its very useful for kiting in that game, and is more manageable than two keys for aiming in my opinion, so i would also like this as an alternative