Alright. Before any KBM players dismiss this as an unrelatable problem (which it kinda is), this solution will benefit you as well.
I'll start by stating the obvious problem for controller players. Secondary Interact and Weapon Switch are permanently bound to the same input and cannot be decoupled. They cannot have different binds like KBM can.
As more crews amass more and more storage crates, it becomes increasingly challenging (as a controller player) when boarding a crew that has them scattered all about. It literally, at times, will not only prevent you from changing your weapon, but will actually freeze you in place in a storage crate menu in the middle of Close Quarters Combat. The less intrusive but similarly annoying ones are opening treasure chests and trying to load/unload a cannonball when trying to change weapons...then there's a couple other secondary interacts that exist and can cause this problem but are less commonly encountered.
So...here's the solution...make secondary interacts the tap or hold function of the primary interact key instead.
Secondary Interact for crates/chests/stools/notes simply becomes "Tap X/F". This leaves the current Pick Up function unchanged as a "Hold X/F" prompt.
For Cannons, it's the opposite. The "Tap X/F" to man the cannon remains unchanged. Loading a cannonball (or yourself) when not manning the cannon becomes "Hold X/F".
Rowboat docking/undocking could follow this same logic and have it be a "Hold X/F" to dock/undock.
For controller players, this would be a seamless change from a player adaptability perspective and be a massive QoL improvement.
For KBM, this actually frees up a keybind...so...yay.
I don't want to make it sound like this should be a priority fix...but...after years of controller players being put at a dev-designed disadvantage, it's probably time to address it.
Don't forget to upvote đ
