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How do you activate BOFF and Captain powers?

ihatepwe735ihatepwe735 Member Posts: 337 Arc User
I don't know how to setup this poll so it also captures the dps players of different types expect, and whether keyboard or mouse turning is preferred. I am assuming that the top two actions - because they involve a lot of clicking - would be strictly keyboard turning, and the bottom options favor using the mouse to turn.

If there is a consensus amongst players of "Elite" content what the control-system meta is, that would be interesting to know as if my goal is getting better at STO that would be good to start using.

Post edited by ihatepwe735 on

How do you activate BOFF and Captain powers? 45 votes

Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
35%
nightkenduncanidaho11sophlogimowhere2r1rattler2tunebreakerkiralynlianthelianoemiecarnesirzanibarlocutusofcactusrednecktrekjamieblanchardjordan3550storulesdisqord#9557 16 votes
Additional Action bars and clicking. i.e. BOFF Power trays are disabled or ignored and skills are clicked in a grid.
13%
lordsteve1arabatursthe91westmetalshanover2lordmerc22 6 votes
Additional Action bars with default keybindings - BOFF and Captain powers are activated using numeric keys and alt,ctl,shift combos.
17%
baddmoonrizinbejaymacpostagepaidnejdinetyler002mneme0thelematikerjimduval#7537 8 votes
Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
26%
coldnapalmgaraks31spencerb96meimeitookyle223catvalseniluckyyahoowarpangelburstorionbossheisenbergihatepwe735jokerr1976 12 votes
Custom Keybindings - individual keys are mapped to specific power activations.
4%
protoneousleemwatson 2 votes
Other
2%
jade1280 1 vote

Comments

  • westmetalswestmetals Member Posts: 2,882 Arc User
    edited December 2018
    Additional Action bars and clicking. i.e. BOFF Power trays are disabled or ignored and skills are clicked in a grid.
    I do ground and space differently.

    For ground, I'm almost entirely keyboard, with the mouse used for target selection. Here, I will tray the abilities and use the hotkeys or the mouse (but usually hotkeys).

    For space, I use a flightstick for piloting. A couple of my most used hotkeys are mapped to a couple of the buttons (though most of them are used for throttle and firing controls). I generally tray the abilities and use the mouse for ability selection.

    In both cases the BOFF display is disabled - the ship tray takes up less space.
  • warpangelwarpangel Member Posts: 8,856 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    I would also like to use the built-in automation the console versions have, if they ever got around to porting it back to PC.
  • baddmoonrizinbaddmoonrizin Member Posts: 6,192 Community Moderator
    Additional Action bars with default keybindings - BOFF and Captain powers are activated using numeric keys and alt,ctl,shift combos.
    I use a right-hand 12-button MMO mouse for all primary activations, and a left-hand game pad for all alternate activations.
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  • meimeitoomeimeitoo Member Posts: 11,462 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    warpangel wrote: »
    I would also like to use the built-in automation the console versions have, if they ever got around to porting it back to PC.


    That would be an incredibly good feature, provided the system activates your powers only during weapons recycling. If not, it's just as bad as blindly spacebarring everything.
  • brian334brian334 Member Posts: 2,186 Arc User
    I didn't see my method on your list: frantically bang the wrong button on my keyboard while searching through the trays to see where I put the icon I need, then hitting the respawn button.
  • leemwatsonleemwatson Member Posts: 3,297 Arc User
    Custom Keybindings - individual keys are mapped to specific power activations.
    Purely keyplay with touchpad for camera control.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    brian334 wrote: »
    I didn't see my method on your list: frantically bang the wrong button on my keyboard while searching through the trays to see where I put the icon I need, then hitting the respawn button.

    I relate to this so much. The poll deals more with how I'd prefer to play, not how it actually pans out :P
  • bossheisenbergbossheisenberg Member Posts: 570 Arc User
    edited December 2018
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    It's interesting to hear how people play the game differently. It's easy to assume everyone operates their ship exactly as you do. I have a friend in the game who does not even use a mouse - I don't know how it's even possible to play without one!

    "and whether keyboard or mouse turning is preferred. I am assuming that the top two actions - because they involve a lot of clicking - would be strictly keyboard turning, and the bottom options favor using the mouse to turn."

    OP, are you talking about steering the ship? I use the WASD keys to turn the ship - the mouse I use to control the background screen and select targets. I have loot pass bound to left click so I can easily dismiss the junk items crowding the screen. I don't know how you would use the mouse to steer the ship...

    I have 3 separate keybinds for each of three trays, and some abilities bound to a specific key, for example I use the X key to activate devices, another key for evasive maneuvers, etc.
  • rattler2rattler2 Member Posts: 48,645 Arc User
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    I don't really see a need to overcomplicate things by adding keybinds and overwhelming numbers of power trays.
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  • where2r1where2r1 Member Posts: 5,924 Arc User
    edited December 2018
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    I use my mouse for everything.
    Trying to remember to use "A" and "D" for turning because that works nicer. But still not coordinated enough, need practice.

    Though, I put everything in the same spots in the tray for every character and every ship so it does not change too much.
    "Spend your life doing strange things with weird people." -- UNK

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  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    Which one of those options is...
    bfb.gif

    In reality, the first option probably describes me best. I have some captain powers and DPRM's clicky bound to special keys on my gaming mouse and keyboard, but majority of the stuff I still click manually with mouse.
  • kiralynkiralyn Member Posts: 1,136 Arc User
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    I'm a clicker, always been mostly a clicker. I'm bad with keybinds & configuring a keyboard to control dozens of operations with just 8 keys & ctrl/shift/alt/etc... When I had a mouse that happened to have a couple side buttons, I ended up opening the case and physically disabling them, because I constantly mis-clicked them while holding the mouse - two and a scroll wheel is plenty for me to manage. :#

    In WoW, I used like 1-7 on my main action bar, clicked the rest. In STO, I mostly use just "1" (fire torpedo) in ship combat, and 1-7 in ground combat (shooter controls) w/clicking for the rest. (I've got the boff stations & three action bars visible)
    Ship control, I use both keyboard & mouse, as needed.
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    ...
    OP, are you talking about steering the ship? I use the WASD keys to turn the ship - the mouse I use to control the background screen and select targets. I have loot pass bound to left click so I can easily dismiss the junk items crowding the screen. I don't know how you would use the mouse to steer the ship...

    LMB or RMB seperately select targets that are clicked on or turn the screen when held and moved.

    LMB+RMB held together turn the ship to face the direction of the camera. It confuses me how people manage to use the keys quite frankly.
  • bossheisenbergbossheisenberg Member Posts: 570 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    ...
    OP, are you talking about steering the ship? I use the WASD keys to turn the ship - the mouse I use to control the background screen and select targets. I have loot pass bound to left click so I can easily dismiss the junk items crowding the screen. I don't know how you would use the mouse to steer the ship...

    LMB or RMB seperately select targets that are clicked on or turn the screen when held and moved.

    LMB+RMB held together turn the ship to face the direction of the camera. It confuses me how people manage to use the keys quite frankly.

    Huh, can't imagine playing that way but to each their own! Still learning something new about this game after 5 years :)
  • bossheisenbergbossheisenberg Member Posts: 570 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    I tried to set up macros so that I could activate an entire tray in sequence with the press of a single key but I'm told that's not even possible.
  • brian334brian334 Member Posts: 2,186 Arc User
    I tried to set up macros so that I could activate an entire tray in sequence with the press of a single key but I'm told that's not even possible.

    You can set up a list of functions to the same key, but they activate in reverse order from your list, and the best part is, only one per click. So, assume you set up Beam Overload and Fire At Will on the same key. The First time you press it FAW fires, and if FAW is on cooldown the second time you press it BO fires. If FAW is not on cooldown, FAW fires again instead of BO. I use that particular feature on my Recon Sci to keep one of three Subsystem Targeting powers active. I reserve SsT: Shields for intentional targeting, but Aux, Weapons, and Engines are on rotation on my CTRL key. Their cooldown works out so three powers roll from one to the next without interruption, and I'm always proccing something with SsT. If I put the fourth SsT on the list it never fires. Well, the first one on my list never fires, and the last one fires first...

    Anyway, it's pretty function-specific whether it's a good idea to put multiple functions on the same key. The short answer is, generally not a good idea.

    Keybinds aren't just for dummies.
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    brian334 wrote: »
    You can set up a list of functions to the same key, but they activate in reverse order from your list, and the best part is, only one per click.

    They don't actually activate in reverse order. The usual order is left to right - i.e. STO executes the keybinding in order from left to right and it is therefore expected that the first skill that is valid that is encountered triggers and the remaining skills are not triggered because now a skill is actively queued.
    However a race condition in some kind of "next skill" buffer - presumably some kind of latency mitigation, sometimes allows a 2nd skill to be queued. And because its queued the buffer just keeps overwriting and eventually fills with the final valid triggerable skill.

    So you end up with a left to right trigger always, and sometimes an additional right to left trigger. This is why the binding macros trigger slots in this order: 0,1,2,3,4,5,6,7,8,9,8,7,6,5,4,3,2,1,0 - the count up side triggers the first available skill in order, say "2", in which case, rather than triggering "9", the final valid skill encountered would be slot "3".


  • jade1280jade1280 Member Posts: 848 Arc User
    Other
    Bit of option 1 just for the normal slog or more of option 3 if i REALLY want things to die.
  • sophlogimosophlogimo Member Posts: 6,480 Arc User
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    warpangel wrote: »
    I would also like to use the built-in automation the console versions have, if they ever got around to porting it back to PC.

    Agreed. Just like weapon autofire, there should be ability autofire in the game on PC. Obviously it doesn't kill the game on console, so why not enable it on PC?
    DPS derives from gear, and gear alone.
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    Ima going to download STO for XB1 and see what the fuss is about.
  • bossheisenbergbossheisenberg Member Posts: 570 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    brian334 wrote: »
    I tried to set up macros so that I could activate an entire tray in sequence with the press of a single key but I'm told that's not even possible.

    You can set up a list of functions to the same key, but they activate in reverse order from your list, and the best part is, only one per click. So, assume you set up Beam Overload and Fire At Will on the same key. The First time you press it FAW fires, and if FAW is on cooldown the second time you press it BO fires. If FAW is not on cooldown, FAW fires again instead of BO. I use that particular feature on my Recon Sci to keep one of three Subsystem Targeting powers active. I reserve SsT: Shields for intentional targeting, but Aux, Weapons, and Engines are on rotation on my CTRL key. Their cooldown works out so three powers roll from one to the next without interruption, and I'm always proccing something with SsT. If I put the fourth SsT on the list it never fires. Well, the first one on my list never fires, and the last one fires first...

    Anyway, it's pretty function-specific whether it's a good idea to put multiple functions on the same key. The short answer is, generally not a good idea.

    Keybinds aren't just for dummies.

    That's not at all what I'm talking about - pressing one key ONE time to activate an entire tray in succession. I have several keys set up the way you do, that's a standard keybind to me.
  • noemiecarnesirnoemiecarnesir Member Posts: 35 Arc User
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    I have all my grids and boff skill up. I use the keyboard only for move my ship, target or fire with all weapons
    Then I use my mouse for everythings else.
    I prefere click on the skill directly because I am not skilled for know every time, every keys. I easily commits miss click or mistakes.
    In more, before click I can check the cooldown easily.
    It's my fire cycle who determine which skills I will use not the cooldown of my skills.

    I place my skills always in the same order between my characters for be faster

    My main problem is too sometimes click on the mean view and lose my target. I need to fix that in settings. Also it's hard for me to choose my target precisely. Because my mouse get busy by my skills.
    And finaly, I can't sometimes click fast enough in emergencies situations.
    There are like a small cooldowm between two activations of differents skills.
    I don't know if you ever noticed that.

    This last problem make my exotic damage specialist harder to use. She need to activate a gravity well for pull enemies, then buff her exotics damages and finaly use all her exotics damages output. All of that in a very short time!
  • brian334brian334 Member Posts: 2,186 Arc User
    brian334 wrote: »
    I tried to set up macros so that I could activate an entire tray in sequence with the press of a single key but I'm told that's not even possible.

    You can set up a list of functions to the same key, but they activate in reverse order from your list, and the best part is, only one per click. So, assume you set up Beam Overload and Fire At Will on the same key. The First time you press it FAW fires, and if FAW is on cooldown the second time you press it BO fires. If FAW is not on cooldown, FAW fires again instead of BO. I use that particular feature on my Recon Sci to keep one of three Subsystem Targeting powers active. I reserve SsT: Shields for intentional targeting, but Aux, Weapons, and Engines are on rotation on my CTRL key. Their cooldown works out so three powers roll from one to the next without interruption, and I'm always proccing something with SsT. If I put the fourth SsT on the list it never fires. Well, the first one on my list never fires, and the last one fires first...

    Anyway, it's pretty function-specific whether it's a good idea to put multiple functions on the same key. The short answer is, generally not a good idea.

    Keybinds aren't just for dummies.

    That's not at all what I'm talking about - pressing one key ONE time to activate an entire tray in succession. I have several keys set up the way you do, that's a standard keybind to me.

    I understood your issue, and in the linked tutorial it explains why you can't set up a list of things to execute with a single touch of the button. It is an intentional design feature to prevent those with programmable mouse or game controllers from facerolling everyone who doesn't have such devices. There is also a delay so you can't simply hold down a button and fire multiple powers. Tapping too fast causes failure to fire as well. It's a speed limit set so the point-and-clickers can keep up.
  • markhawkmanmarkhawkman Member Posts: 34,106 Arc User
    meimeitoo wrote: »
    warpangel wrote: »
    I would also like to use the built-in automation the console versions have, if they ever got around to porting it back to PC.
    That would be an incredibly good feature, provided the system activates your powers only during weapons recycling. If not, it's just as bad as blindly spacebarring everything.
    You get to set the activation condition for each power. Not sure how many trigger options there are.

    Anyways, I setup ground boff powers so that I can usually just let my boffs go on a rampage whenever combat starts. It's fun watching them thrash everything.

    For ships, I put the special boff power tray next to my captain powers tray, and setup the captain powers tray with only powers that aren't boff powers.
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  • hanover2hanover2 Member Posts: 1,028 Arc User
    Additional Action bars and clicking. i.e. BOFF Power trays are disabled or ignored and skills are clicked in a grid.
    I hide the BO icons with their little pictures, make the horizontal tray 4 bars tall and the vertical one 2 wide. I can't actually use the two vertical ones uniquely, because the far right one always seems to be locked with the fourth horizontal one, but one unique vertical bar is enough for me to have a basic tray layout pattern I follow with all of my toons. I activate tray abilities exclusively by clicking, steer alternately with WASD or holding down both mouse buttons, depending on the situation. Weapons fire with space bar and control+space bar (in space) or 1,2,3 (ground).

    18 toons and counting. I can't be bothered to set up keybinds for each of them, and I think macros are a cheap tactic.
  • meimeitoomeimeitoo Member Posts: 11,462 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    meimeitoo wrote: »
    warpangel wrote: »
    I would also like to use the built-in automation the console versions have, if they ever got around to porting it back to PC.
    That would be an incredibly good feature, provided the system activates your powers only during weapons recycling. If not, it's just as bad as blindly spacebarring everything.
    You get to set the activation condition for each power. Not sure how many trigger options there are.


    Interesting. Thx. I'd be really curious to learn what these conditionals are. If they did it right on console, this could become big. :)
  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    meimeitoo wrote: »
    meimeitoo wrote: »
    warpangel wrote: »
    I would also like to use the built-in automation the console versions have, if they ever got around to porting it back to PC.
    That would be an incredibly good feature, provided the system activates your powers only during weapons recycling. If not, it's just as bad as blindly spacebarring everything.
    You get to set the activation condition for each power. Not sure how many trigger options there are.


    Interesting. Thx. I'd be really curious to learn what these conditionals are. If they did it right on console, this could become big. :)

    So I fired up the console version. Haven't played to the point where it is necessary to auto-trigger skills.

    My first impression was, the game is a much more polished experience on the console. The HUD mode is the only mode available and results in you really seeing the world that's there. Unlike PC where HUD is broken and doesn't allow you to interact with, e.g. elevators or the "beam Up" menu the HUD experience on console is - initially at least - far more polished.
    The other big improvement is the simplified menu that integrates your mission, beam up/down and other minor interaction area items. This is something iv'e wanted on PC and to see it on console, properly done, is just extra frustrating.

    Then, things start to lose their shine. Modal interactions aren't properly sequenced on console, so a NPC will simultaneously start a mission interaction, AND the "new BOFF" screen will pop up over it. The input focus is still to the behind mission dialog that you now can't see and there is no mouse or other way to dismiss the on-top dialog.
    The PC heritage also means that input is edge-triggered - so an interaction event will eat - for example - the "trigger down" event, meaning that in a fight that is after or interrupted by an interaction you sometimes need to release and re-press buttons to get them to start doing something, where 99% of console games are level triggered and simply having a button down at the appropriate time always ensures it performs its action.
    Space flight was interesting with also a forced variant of the HUD mechanic - but again the buttons are overloaded with multiple functions and are edge not level triggered, so you might move the target box over an enemy ship expecting it to be targeted AND to start firing, but no - you need to press the trigger once to target the ship, and again to start firing.

    I've played too many games like GTAV which for all of their flaws, have a control system that is properly adapted for console.

    Chat is, of course, the lifeblood of STO, but that's a no go on console.

    The final kick in the nuts is, despite linking my account, Cryptic expect me to spend Zen rebuying things I already have. Certainly this is not something many if any games do, but i'm sorry, if Cryptic want my money its going to be for new things, not things I "already have" on a different platform - especially given the lack of chat, poorly conceived control conversion, and general UI glitchiness.

    That said, the things that are better, why the @#$% aren't they ported back to desktop? HUD mode is broken on desktop and improved interaction menu would be a welcome replacement for the major, minor and minimap menu system we have at the moment.



  • jamieblanchardjamieblanchard Member Posts: 396 Arc User
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    For my boffs, I tend to use their default icons with their faces. It just seems "right" to me somehow.
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  • where2r1where2r1 Member Posts: 5,924 Arc User
    Mostly default UI and clicking. i.e. BOFF Powers are clicked using the BOFF Icons.
    Chat is the lifeblood of STO????? Not for me...it is just a mess.

    I can not chat and play the game at the same time, anyways.
    "Spend your life doing strange things with weird people." -- UNK

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  • meimeitoomeimeitoo Member Posts: 11,462 Arc User
    Lots of Action bars with custom keybindings - certain action bars are bound to common keystrokes to automatically cycle them.
    meimeitoo wrote: »
    meimeitoo wrote: »
    warpangel wrote: »
    I would also like to use the built-in automation the console versions have, if they ever got around to porting it back to PC.
    That would be an incredibly good feature, provided the system activates your powers only during weapons recycling. If not, it's just as bad as blindly spacebarring everything.
    You get to set the activation condition for each power. Not sure how many trigger options there are.


    Interesting. Thx. I'd be really curious to learn what these conditionals are. If they did it right on console, this could become big. :)

    So I fired up the console version. Haven't played to the point where it is necessary to auto-trigger skills.

    My first impression was, the game is a much more polished experience on the console. The HUD mode is the only mode available and results in you really seeing the world that's there. Unlike PC where HUD is broken and doesn't allow you to interact with, e.g. elevators or the "beam Up" menu the HUD experience on console is - initially at least - far more polished.
    The other big improvement is the simplified menu that integrates your mission, beam up/down and other minor interaction area items. This is something iv'e wanted on PC and to see it on console, properly done, is just extra frustrating.

    Then, things start to lose their shine. Modal interactions aren't properly sequenced on console, so a NPC will simultaneously start a mission interaction, AND the "new BOFF" screen will pop up over it. The input focus is still to the behind mission dialog that you now can't see and there is no mouse or other way to dismiss the on-top dialog.
    The PC heritage also means that input is edge-triggered - so an interaction event will eat - for example - the "trigger down" event, meaning that in a fight that is after or interrupted by an interaction you sometimes need to release and re-press buttons to get them to start doing something, where 99% of console games are level triggered and simply having a button down at the appropriate time always ensures it performs its action.
    Space flight was interesting with also a forced variant of the HUD mechanic - but again the buttons are overloaded with multiple functions and are edge not level triggered, so you might move the target box over an enemy ship expecting it to be targeted AND to start firing, but no - you need to press the trigger once to target the ship, and again to start firing.

    I've played too many games like GTAV which for all of their flaws, have a control system that is properly adapted for console.

    Chat is, of course, the lifeblood of STO, but that's a no go on console.

    The final kick in the nuts is, despite linking my account, Cryptic expect me to spend Zen rebuying things I already have. Certainly this is not something many if any games do, but i'm sorry, if Cryptic want my money its going to be for new things, not things I "already have" on a different platform - especially given the lack of chat, poorly conceived control conversion, and general UI glitchiness.

    That said, the things that are better, why the @#$% aren't they ported back to desktop? HUD mode is broken on desktop and improved interaction menu would be a welcome replacement for the major, minor and minimap menu system we have at the moment.


    Thanks for the extensive feedback. :)

    Would, at some point, still like to learn how powers are auto-activated, and WHEN exactly -- all of which, of course, is only relevant if they ever decide to port this functionality to PC.
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