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Bomb controls

Discussion in 'General Discussion' started by Neat, Jun 23, 2011.

  1. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    I heard that the bomb control is changing. Fine, I understand why it's changing, I don't disagree.

    But i've perfected my cooking for ages with those bomb controls, to have to learn an entirely new control is rather annoying, it's not like I can switch the keys back, I'd still have to press F twice, when actually I prefer holding the F key because it makes me remember i'm even using a bomb in the heat of the moment!

    Please please please... Even if it's not the first thing you do, make an option to be able to switch back to the hold and let go style. It's the same as different control schemes on console games like halo. New games in the series always put a control in that was the default before if they're changing the controls so that veterans can feel right at home.
     
  2. Rockyz

    Rockyz Guest

    I Agree but i think the new one fits and is more easier however i think your one is good because it Needs a Power throw :)
     
  3. Fellere825

    Fellere825 KAG Guard Tester

    Messages:
    890
    why not just allow custom controls?
     
  4. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    Please add a [TEST] tag for things relating the test version.

    You learned it once so you will learn it again. I am trying to make it the best possible controls, so they might change. I think I'll change to double F right now. Also change Class Change to E, so it isnt confusing.
     
  5. Aquillion

    Aquillion Guest

    Well, this would involve more than just rebinding keys (which I do agree wouldn't be a bad feature eventually), since you'd need a separate option to flip between double-press and hold-and-release.

    While it might work this time (I'm not sure one way or the other), as a general rule I can explain why devs are often reluctant to retain old features as that kind of option when changing them to something new:

    When you make something optional, you now have to worry about supporting both options every time you change anything that interacts with that part of the code. This can rapidly become a huge pain, especially when some options are obscure and rarely used (and therefore you probably don't think to test them.) This ends up leading to more bugs and slower development in the long run.

    Obviously, sometimes the tradeoff is worth it, but there are real reasons why developers will often just completely replace old code (and old ways of doing things, etc) rather than making it an option.