Suggestion: Remap Turret Detonation

Suggestion: Remap Turret Detonation

in Engineer

Posted by: Zero Angel.9715

Zero Angel.9715

Turret detonation currently works by replacing one of your toolkit skills (e.g. F1-F4) with the chance to detonate turrets, and moves the ‘extra’ skills from the turret ability to the turret’s hotkey. I would like to suggest that this be reversed. That it would be necessary to hit the turret’s hotkey again to detonate it. The reasons for this are as follows.

(1) Less disorientation. The special function of the ‘F1’ key (for example) can still occur whether the turret is planted or not. It does not surreptitiously move to the ‘6’ key.
(2) Easier to keep track of what turret to detonate. While it may seem easy to ‘internally map’ a turret to the key, for example to know that F4 detonates the turret that is mapped to the ‘9’ skill. This becomes more difficult in the heat of combat. I know that 9 is my net turret for example, but if I have a total of 3 turrets planted then it becomes much more mentally intensive to remember that F4 will detonate my net turret when all the detonation icons in the F slots look the same. Whereas if my ‘9’ slot was to change to a detonation icon, I could more easily remember that it was my net turret since it is in the exact same spot as the net turret icon used to be.
(3) F-Keys are easier to use than the 6-0 keys. As in ‘easier to reach for’. I don’t know about you, but I have a hard enough time as an engineer switching kits. Even though I touch type, I still have to make sure that I don’t mash on the 7 key when i’m trying to activate the ‘8’ key. Using the F-keys are inherently easier to do than the 6-0 keys. It’s exactly why I have heal mapped to a mouse button instead of having to reach for it and risk mashing on skill 5 or 7.
(4) Double tap for instant explosion finisher. Some people like to use turrets as little more than explosion finishers for combo fields, this would accomplish that more easily.