yeah the menus are so awful; so much of it works weird as shit with KB+M.
i still don't know how to easily navigate mod slot interface, and usually just mash wasd until it randomly goes to the slot I want to change
I think it's based on the picture/3d model of the weapon, like W moves up the picture, A moves to the left of the picture, S moves down the picture, and D moves to the right of the picture. Not at all intuitive considering the list on the right is....a list.
I'm having to verify my files every single time I launch the game, because apparently something is getting corrupted every time I close the game?
yeah the menus are so awful; so much of it works weird as shit with KB+M.
i still don't know how to easily navigate mod slot interface, and usually just mash wasd until it randomly goes to the slot I want to change
I think it's based on the picture/3d model of the weapon, like W moves up the picture, A moves to the left of the picture, S moves down the picture, and D moves to the right of the picture. Not at all intuitive considering the list on the right is....a list.
I'm having to verify my files every single time I launch the game, because apparently something is getting corrupted every time I close the game?
Ignore the list. Mouse over and double click the [x] boxes. If you have a mod for that slot, it'll open the mod menu. If you don't have a mod for that slot, nothing will happen.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
0
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
yeah the menus are so awful; so much of it works weird as shit with KB+M.
i still don't know how to easily navigate mod slot interface, and usually just mash wasd until it randomly goes to the slot I want to change
I think it's based on the picture/3d model of the weapon, like W moves up the picture, A moves to the left of the picture, S moves down the picture, and D moves to the right of the picture. Not at all intuitive considering the list on the right is....a list.
I'm having to verify my files every single time I launch the game, because apparently something is getting corrupted every time I close the game?
Ignore the list. Mouse over and double click the [x] boxes. If you have a mod for that slot, it'll open the mod menu. If you don't have a mod for that slot, nothing will happen.
I didn’t know there was another way to navigate the list. This is all I’ve ever done. Takes me about 20 seconds to apply every mod I want to a new gun and even less to strip it (just press tab).
yeah the menus are so awful; so much of it works weird as shit with KB+M.
i still don't know how to easily navigate mod slot interface, and usually just mash wasd until it randomly goes to the slot I want to change
I think it's based on the picture/3d model of the weapon, like W moves up the picture, A moves to the left of the picture, S moves down the picture, and D moves to the right of the picture. Not at all intuitive considering the list on the right is....a list.
I'm having to verify my files every single time I launch the game, because apparently something is getting corrupted every time I close the game?
Ignore the list. Mouse over and double click the [x] boxes. If you have a mod for that slot, it'll open the mod menu. If you don't have a mod for that slot, nothing will happen.
I didn’t know there was another way to navigate the list. This is all I’ve ever done. Takes me about 20 seconds to apply every mod I want to a new gun and even less to strip it (just press tab).
Amusingly, category/inventory browse is by default bound to LT. Also bound to LT: Mark/Unmark as junk.
“I used to draw, hard to admit that I used to draw...”
Using gear with the "Berserk" trait really makes me think about how long to wait before applying armor repairs. Sitting in cover at half-stripped? I'll probably wait it out and use the extra bonus DPS to wing it for a bit longer. Running for cover with no armor and ducking behind a bin while taking fire form a flanker? Yeah, I'm probably going to apply armor kit (and watch the 2.5second bar race with my health loss rate). I'm about 50/50 on waiting too long now.
Using gear with the "Berserk" trait really makes me think about how long to wait before applying armor repairs. Sitting in cover at half-stripped? I'll probably wait it out and use the extra bonus DPS to wing it for a bit longer. Running for cover with no armor and ducking behind a bin while taking fire form a flanker? Yeah, I'm probably going to apply armor kit (and watch the 2.5second bar race with my health loss rate). I'm about 50/50 on waiting too long now.
do you feel stupid when your gambit doesn't pay off?
yeah the menus are so awful; so much of it works weird as shit with KB+M.
i still don't know how to easily navigate mod slot interface, and usually just mash wasd until it randomly goes to the slot I want to change
I think it's based on the picture/3d model of the weapon, like W moves up the picture, A moves to the left of the picture, S moves down the picture, and D moves to the right of the picture. Not at all intuitive considering the list on the right is....a list.
I'm having to verify my files every single time I launch the game, because apparently something is getting corrupted every time I close the game?
Ignore the list. Mouse over and double click the [x] boxes. If you have a mod for that slot, it'll open the mod menu. If you don't have a mod for that slot, nothing will happen.
I didn’t know there was another way to navigate the list. This is all I’ve ever done. Takes me about 20 seconds to apply every mod I want to a new gun and even less to strip it (just press tab).
If I'm not going four menu layers deep to choose and load a weapon component and then repeating the process in reverse to delete the old component, it's just not a Bioware game.
I got this little hippo that dangles off my backpack and it is the best.
goty
I've got a little teddybear. In real life.
My in-game code is locked to another region and that made me sad. Ubi support has responded that it's too bad I'm living in the wrong part of the world, I should just make a new PSN account and start over. :bigfrown:
+1
Options
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
I got this little hippo that dangles off my backpack and it is the best.
goty
I've got a little teddybear. In real life.
My in-game code is locked to another region and that made me sad. Ubi support has responded that it's too bad I'm living in the wrong part of the world, I should just make a new PSN account and start over. :bigfrown:
I don’t see why they couldn’t just generate region correct codes for you and disable the codes you have.
This fucking mission where you have to go to the hyena vault is so fucking awful I don’t want to play the game anymore. I’ve really never died more than once or twice anywhere. I’m on death 20 here and literally no hope at all. This is fucking absolutely garbage.
I got this little hippo that dangles off my backpack and it is the best.
goty
I've got a little teddybear. In real life.
My in-game code is locked to another region and that made me sad. Ubi support has responded that it's too bad I'm living in the wrong part of the world, I should just make a new PSN account and start over. :bigfrown:
I don’t see why they couldn’t just generate region correct codes for you and disable the codes you have.
That was the outcome I was hoping for, but alas, the answer I got was less generous and more "sucks to be you." I'm more annoyed that I'm going to have to wait out the extra week like a pleeb rather than getting the Year 1 DLC with everyone else, despite dropping $150 on a Gold Edition.
This fucking mission where you have to go to the hyena vault is so fucking awful I don’t want to play the game anymore. I’ve really never died more than once or twice anywhere. I’m on death 20 here and literally no hope at all. This is fucking absolutely garbage.
Oh yeah, the bank mission was a pretty big spike in difficulty. It was a bit of a shock to me too. I actually ran out ammo on my main gun in the final fight!! There was a lot of dying and retrying and looking at spawn patterns and re-examining strategies before I was able to beat it. Keep at it, it IS solvable!!! I did hit that mission from a weird angle and as a result it is the only story mission I've done solo so far.
Luckily I was back in a group for the next story mission, that has a real BS mortar launcher enemy that it took me a good five or six deaths to even figure out where he was killing us from. Complete party wipe at least three times on that setpiece. I'm going to be hitting the Lincoln Memorial this weekend and then it'll be a sprint to the finish for me!
Servers just went down for maintenance; from the forums, it looks like they're fixing the clan xp bug, the daily/weekly reset bug, guidance NPCs disappearing, and survivability of low-level players when ranked up to support a friend.
So, something that I figured out tonight while attacking the northern-most Downtown East control point (while an Elite Supply Convoy was loitering around the area) was something that's been frustrating me since the first time I played Division 2, and I can finally put it into words:
Compared to Division 1, Division 2 just feels clunky and a bit sluggish. And that lack of responsiveness (especially when it comes to skills) can absolutely cause sudden, otherwise-preventable agent death(s).
For example, tossing out a turret. In Division 1, you could look at a location, tap the skill key, and you'd kick into the animation to toss the turret to where your reticle was (and, if you were on the run, you'd toss the turret kinda in the direction of where you were aiming and it'd stick wherever it landed). Now, in Division 2, tapping the skill key toggles you into the thrown aim look where you now need to mouse click to deploy the turret. Add in that there's a significant delay to entering the aim-mode because it doesn't toggles over until you've completed the animation for pulling the turret off your utility belt, and everything just feels clunky. I've actually had regular mooks (not the assaulters, just regular AR/SMG toting guys) walk through a doorway (that I'm watching to toss the turret on if it looks like a flank is coming, mind you) from SMG effective range and get right up to me, bypassing the turret before it even has a chance to unfold because of the delay in skill deployment.
Now, don't get me wrong...I'm having quite a bit of fun during the leveling process (contrary to what it might read like in my chat messages) and am looking forward to hitting 30 and start up re-running the missions in hard difficulty. But it just feels like the game is fighting me every step of the way on enjoying it.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
So, something that I figured out tonight while attacking the northern-most Downtown East control point (while an Elite Supply Convoy was loitering around the area) was something that's been frustrating me since the first time I played Division 2, and I can finally put it into words:
Compared to Division 1, Division 2 just feels clunky and a bit sluggish. And that lack of responsiveness (especially when it comes to skills) can absolutely cause sudden, otherwise-preventable agent death(s).
For example, tossing out a turret. In Division 1, you could look at a location, tap the skill key, and you'd kick into the animation to toss the turret to where your reticle was (and, if you were on the run, you'd toss the turret kinda in the direction of where you were aiming and it'd stick wherever it landed). Now, in Division 2, tapping the skill key toggles you into the thrown aim look where you now need to mouse click to deploy the turret. Add in that there's a significant delay to entering the aim-mode because it doesn't toggles over until you've completed the animation for pulling the turret off your utility belt, and everything just feels clunky. I've actually had regular mooks (not the assaulters, just regular AR/SMG toting guys) walk through a doorway (that I'm watching to toss the turret on if it looks like a flank is coming, mind you) from SMG effective range and get right up to me, bypassing the turret before it even has a chance to unfold because of the delay in skill deployment.
Now, don't get me wrong...I'm having quite a bit of fun during the leveling process (contrary to what it might read like in my chat messages) and am looking forward to hitting 30 and start up re-running the missions in hard difficulty. But it just feels like the game is fighting me every step of the way on enjoying it.
I get what you're saying. That "delay" wastes/mis-aims my healing chem at least half the time since I'm usually in a panic to launch it. Mostly because, even though I double tap to place it at my feet, my mouse hand is usually wildly swinging around like a jackass.
Not to mention how the delay + effect that occurs when switching to my crossbow straight up fucks my entire world up for the entire 2 seconds it takes to regain control. Like the chem launcher, I've prob missed half my crossbow shots in my overzealousness to quick-fire at charging bosses while screaming for the screen warping and Transformers sound effect to end.
On that tangent, is anyone advocating the firefly? It feels clunky to use, unusable in cluttered environments, and has a comparable cooldown with most other deployable gadgets.
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
So, something that I figured out tonight while attacking the northern-most Downtown East control point (while an Elite Supply Convoy was loitering around the area) was something that's been frustrating me since the first time I played Division 2, and I can finally put it into words:
Compared to Division 1, Division 2 just feels clunky and a bit sluggish. And that lack of responsiveness (especially when it comes to skills) can absolutely cause sudden, otherwise-preventable agent death(s).
For example, tossing out a turret. In Division 1, you could look at a location, tap the skill key, and you'd kick into the animation to toss the turret to where your reticle was (and, if you were on the run, you'd toss the turret kinda in the direction of where you were aiming and it'd stick wherever it landed). Now, in Division 2, tapping the skill key toggles you into the thrown aim look where you now need to mouse click to deploy the turret. Add in that there's a significant delay to entering the aim-mode because it doesn't toggles over until you've completed the animation for pulling the turret off your utility belt, and everything just feels clunky. I've actually had regular mooks (not the assaulters, just regular AR/SMG toting guys) walk through a doorway (that I'm watching to toss the turret on if it looks like a flank is coming, mind you) from SMG effective range and get right up to me, bypassing the turret before it even has a chance to unfold because of the delay in skill deployment.
Now, don't get me wrong...I'm having quite a bit of fun during the leveling process (contrary to what it might read like in my chat messages) and am looking forward to hitting 30 and start up re-running the missions in hard difficulty. But it just feels like the game is fighting me every step of the way on enjoying it.
I get what you're saying. That "delay" wastes/mis-aims my healing chem at least half the time since I'm usually in a panic to launch it. Mostly because, even though I double tap to place it at my feet, my mouse hand is usually wildly swinging around like a jackass.
Not to mention how the delay + effect that occurs when switching to my crossbow straight up fucks my entire world up for the entire 2 seconds it takes to regain control. Like the chem launcher, I've prob missed half my crossbow shots in my overzealousness to quick-fire at charging bosses while screaming for the screen warping and Transformers sound effect to end.
I don't have many issues on the controller with movement (ps4) but I do agree that they should tone down the orange flare when you switch and maybe reduce the weapon switch lag a little bit. Maybe about half a second or so quicker - I know its supposed to be a decision to use the sig weapon as a tactical choice but it feels bad shooting someone with the crossbow and then dying because a rusher flanked you and you cant switch back to your other weapon in time.
Firefly can be a pita but if youve got LOS to anyone with a gadget on them, especially grenade people its a wrap. Its a great gadget for opening up fights while you still have the advantage of surprise.
Firefly can be a pita but if youve got LOS to anyone with a gadget on them, especially grenade people its a wrap. Its a great gadget for opening up fights while you still have the advantage of surprise.
I guess that's my problem with the firefly - it seems like it is meant to be an alpha strike weapon most of the time but other things do that job as well or better. The firestarter chem launcher is a great way to start a fight and is fairly easy to use - the firefly needs to be a lot stronger for its cooldown and difficulty of use.
+3
Options
cptruggedI think it has something to do with free will.Registered Userregular
Unfortunately the scaling aspect of this game is not what it was quite advertised. We were really excited as a group that it looked like Div2 was pulling a Guild Wars 2. "Hey, it doesn't matter if your friends are poop sockers or casuals! You can always play together!". While this is technically true, the scaling leaves a lot to be desired. We've found that unless you're around 5 levels of each other, the lower level players will get downed very easily and their weapons will seem much more ineffectual.
Looks like even though it scales up everything, it's some kind of base value that doesn't account for gear quality. And it really shows when our level 30 buds are trying to play with the fellas still around 20 or lower. It's just not fun for the lower level guys. On the first couple of days when we were all within 5 levels it seemed great. But now as some guys have pulled ahead, it's become really obvious that the scaling isn't as widely inclusive / useful as we had thought. It's a real shame.
I don't usually use it for alpha strike. I generally use my bomber drone to initiate against clustered enemies who don't know I'm there.
Firefly is my CC for bosses, veteran gunners etc. That free ammo pack explosion on the heavily armored bosses, or forcing those prone guys to stand up is real nice.
Speaking of ammo packs, the explosive packs on grenadiers etc can be detonated even on corpses.
Also last night while capping the No Hope Hotel the enemies were spawning out of a manhole. I shot a foam guy in the canister and dudes kept popping in out of the sewers into the foam. And most of them were also foam guys so i just kept hitting the canisters. At one point I had 5 guys in spot all wobbling around.
Patch Notes:
• Fixed an issue where players were not being granted Clan XP
• Fixed an issue where daily and weekly resets would not apply to players who were offline during the time of reset
• Fixed an issue where players could lose guiding missions and access to guiding mission NPCs, making them unable to further progress
• Improved survivability of low level players against enemy NPCs when playing co-op with a player of higher level
So, something that I figured out tonight while attacking the northern-most Downtown East control point (while an Elite Supply Convoy was loitering around the area) was something that's been frustrating me since the first time I played Division 2, and I can finally put it into words:
Compared to Division 1, Division 2 just feels clunky and a bit sluggish. And that lack of responsiveness (especially when it comes to skills) can absolutely cause sudden, otherwise-preventable agent death(s).
For example, tossing out a turret. In Division 1, you could look at a location, tap the skill key, and you'd kick into the animation to toss the turret to where your reticle was (and, if you were on the run, you'd toss the turret kinda in the direction of where you were aiming and it'd stick wherever it landed). Now, in Division 2, tapping the skill key toggles you into the thrown aim look where you now need to mouse click to deploy the turret. Add in that there's a significant delay to entering the aim-mode because it doesn't toggles over until you've completed the animation for pulling the turret off your utility belt, and everything just feels clunky. I've actually had regular mooks (not the assaulters, just regular AR/SMG toting guys) walk through a doorway (that I'm watching to toss the turret on if it looks like a flank is coming, mind you) from SMG effective range and get right up to me, bypassing the turret before it even has a chance to unfold because of the delay in skill deployment.
Now, don't get me wrong...I'm having quite a bit of fun during the leveling process (contrary to what it might read like in my chat messages) and am looking forward to hitting 30 and start up re-running the missions in hard difficulty. But it just feels like the game is fighting me every step of the way on enjoying it.
I've been struggling with this too -- especially with weapons like the chem launcher, where it feels like if I ever try to quick-fire it I'm inevitably going to end up accidentally lobbing it directly into my own cover. The turret has been less of a problem for me, because I usually just double-tap the key to place it right in front of me.
I think I like the weightiness of movement otherwise, though, so it's probably just something to get used to. Hopefully the devs will iterate on some of these control/UI feel issues eventually.
Finally had a day off to play this, got to level 7 and am thoroughly enjoying it. It definitely feels more difficult than 1, but maybe I'm just rusty. Finally got a decent marksman rifle (m700) and am having an absurd amount of fun popping weak points with it. Currently using Revive Swarm and Acid Launcher. About to swap the launcher for a turret.
Oh my god roosevelt island is the fucking worst mission in the whole game, that end rush is stupidly hard when you have 4 people, like so many god damn yellow bars and fire everywhere. It doesn't help when I matchmake to it I'm like with the most potato of groups.
I would like some money because these are artisanal nuggets of wisdom philistine.
cptruggedI think it has something to do with free will.Registered Userregular
The oxi launcher is so incredibly useful and practical I can't believe I didn't just use it the whole time. The fact that it's a short cooldown way to get mobs out of cover as well as a good way to wreck armor on bosses is nuts. A lot of the other skills have very powerful specific uses. But damn. Oxi seems like it's just the best general skill in the game.
Posts
I think it's based on the picture/3d model of the weapon, like W moves up the picture, A moves to the left of the picture, S moves down the picture, and D moves to the right of the picture. Not at all intuitive considering the list on the right is....a list.
I'm having to verify my files every single time I launch the game, because apparently something is getting corrupted every time I close the game?
Ignore the list. Mouse over and double click the [x] boxes. If you have a mod for that slot, it'll open the mod menu. If you don't have a mod for that slot, nothing will happen.
I didn’t know there was another way to navigate the list. This is all I’ve ever done. Takes me about 20 seconds to apply every mod I want to a new gun and even less to strip it (just press tab).
Amusingly, category/inventory browse is by default bound to LT. Also bound to LT: Mark/Unmark as junk.
Well, your clanmates are clearly elite.
// Switch: SW-5306-0651-6424 //
Using gear with the "Berserk" trait really makes me think about how long to wait before applying armor repairs. Sitting in cover at half-stripped? I'll probably wait it out and use the extra bonus DPS to wing it for a bit longer. Running for cover with no armor and ducking behind a bin while taking fire form a flanker? Yeah, I'm probably going to apply armor kit (and watch the 2.5second bar race with my health loss rate). I'm about 50/50 on waiting too long now.
do you feel stupid when your gambit doesn't pay off?
I got this little hippo that dangles off my backpack and it is the best.
goty
So it just looks like a jiggling mass of random shit.
Hippos make the best house cats.
CorriganX on Steam and just about everywhere else.
If I'm not going four menu layers deep to choose and load a weapon component and then repeating the process in reverse to delete the old component, it's just not a Bioware game.
Oh, wait..
My in-game code is locked to another region and that made me sad. Ubi support has responded that it's too bad I'm living in the wrong part of the world, I should just make a new PSN account and start over. :bigfrown:
I don’t see why they couldn’t just generate region correct codes for you and disable the codes you have.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
I can't bring myself to dismantle it because of the flavor text on the weapon.
Luckily I was back in a group for the next story mission, that has a real BS mortar launcher enemy that it took me a good five or six deaths to even figure out where he was killing us from. Complete party wipe at least three times on that setpiece. I'm going to be hitting the Lincoln Memorial this weekend and then it'll be a sprint to the finish for me!
https://www.youtube.com/watch?v=_ChQK8j6so8
DS Friend code: 3840-6605-3406
Compared to Division 1, Division 2 just feels clunky and a bit sluggish. And that lack of responsiveness (especially when it comes to skills) can absolutely cause sudden, otherwise-preventable agent death(s).
For example, tossing out a turret. In Division 1, you could look at a location, tap the skill key, and you'd kick into the animation to toss the turret to where your reticle was (and, if you were on the run, you'd toss the turret kinda in the direction of where you were aiming and it'd stick wherever it landed). Now, in Division 2, tapping the skill key toggles you into the thrown aim look where you now need to mouse click to deploy the turret. Add in that there's a significant delay to entering the aim-mode because it doesn't toggles over until you've completed the animation for pulling the turret off your utility belt, and everything just feels clunky. I've actually had regular mooks (not the assaulters, just regular AR/SMG toting guys) walk through a doorway (that I'm watching to toss the turret on if it looks like a flank is coming, mind you) from SMG effective range and get right up to me, bypassing the turret before it even has a chance to unfold because of the delay in skill deployment.
Now, don't get me wrong...I'm having quite a bit of fun during the leveling process (contrary to what it might read like in my chat messages) and am looking forward to hitting 30 and start up re-running the missions in hard difficulty. But it just feels like the game is fighting me every step of the way on enjoying it.
I get what you're saying. That "delay" wastes/mis-aims my healing chem at least half the time since I'm usually in a panic to launch it. Mostly because, even though I double tap to place it at my feet, my mouse hand is usually wildly swinging around like a jackass.
Not to mention how the delay + effect that occurs when switching to my crossbow straight up fucks my entire world up for the entire 2 seconds it takes to regain control. Like the chem launcher, I've prob missed half my crossbow shots in my overzealousness to quick-fire at charging bosses while screaming for the screen warping and Transformers sound effect to end.
I think it’s better and hope they dont change it. Makes skill use more tactical and less arcade mode.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
I don't have many issues on the controller with movement (ps4) but I do agree that they should tone down the orange flare when you switch and maybe reduce the weapon switch lag a little bit. Maybe about half a second or so quicker - I know its supposed to be a decision to use the sig weapon as a tactical choice but it feels bad shooting someone with the crossbow and then dying because a rusher flanked you and you cant switch back to your other weapon in time.
I guess that's my problem with the firefly - it seems like it is meant to be an alpha strike weapon most of the time but other things do that job as well or better. The firestarter chem launcher is a great way to start a fight and is fairly easy to use - the firefly needs to be a lot stronger for its cooldown and difficulty of use.
Looks like even though it scales up everything, it's some kind of base value that doesn't account for gear quality. And it really shows when our level 30 buds are trying to play with the fellas still around 20 or lower. It's just not fun for the lower level guys. On the first couple of days when we were all within 5 levels it seemed great. But now as some guys have pulled ahead, it's become really obvious that the scaling isn't as widely inclusive / useful as we had thought. It's a real shame.
Firefly is my CC for bosses, veteran gunners etc. That free ammo pack explosion on the heavily armored bosses, or forcing those prone guys to stand up is real nice.
Speaking of ammo packs, the explosive packs on grenadiers etc can be detonated even on corpses.
Also last night while capping the No Hope Hotel the enemies were spawning out of a manhole. I shot a foam guy in the canister and dudes kept popping in out of the sewers into the foam. And most of them were also foam guys so i just kept hitting the canisters. At one point I had 5 guys in spot all wobbling around.
CorriganX on Steam and just about everywhere else.
Cool! We'll have to give it a shot today then and see how it feels.
Oh? What'd they change?
• Fixed an issue where players were not being granted Clan XP
• Fixed an issue where daily and weekly resets would not apply to players who were offline during the time of reset
• Fixed an issue where players could lose guiding missions and access to guiding mission NPCs, making them unable to further progress
• Improved survivability of low level players against enemy NPCs when playing co-op with a player of higher level
I've been struggling with this too -- especially with weapons like the chem launcher, where it feels like if I ever try to quick-fire it I'm inevitably going to end up accidentally lobbing it directly into my own cover. The turret has been less of a problem for me, because I usually just double-tap the key to place it right in front of me.
I think I like the weightiness of movement otherwise, though, so it's probably just something to get used to. Hopefully the devs will iterate on some of these control/UI feel issues eventually.
Shame it caps out at 440.
CorriganX on Steam and just about everywhere else.
Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
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