Controller - Problematic Keybind

  • Ahoy,

    I want to address something that has been an issue for me in the game for years, the controller keybind for ‘Cycle Weapon’ being for some reason bound to ‘Secondary Interact’.

    Both are bound to the same button and this cannot be changed but it can have an extremely negative impact on gameplay.

    Whenever I’m defending my own boat, or am onboard an enemey boat, there are very often supply crates placed around the boat. I constantly go to change weapon only to find myself having opened a supply crate in the middle of a gunfight. It’s ridiculously annoying and honestly the only big drawback in controller vs MKB gunplay.

    Now that the Brigsy invitation is constantly on the boat too (despite declining it 10 minutes prior), thats also another thing that keeps triggering my secondary interact instead of swapping weapon in a crucial moment on top deck.

    Please can we separate these two options so that we can choose separate places to keybind secondary interact/cycle weapon to?

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  • Literally something we've ask for for years.

  • Never stop asking

  • @nimsyy I would love to bind secondary to almost anything else. it's an awful impairment on controller players

  • Just a follow up to mention how the harpoon prompt is also clashing and being annoying. As I've gotten a lot more time with Season 12 these last few days, these two scenarios in particular have really been bugging me...

    1. If you have a harpoon attached to anything and try to switch weapons around it, then you're going to end up on that harpoon rope a lot of the time.

    2. Trying to get on a harpoon rope, and instead the game switches your weapon and you end up in the water.

    I don't think it's that hard to uncouple them and make the switch weapon a different bind.

  • Agreed; this is a huge problem (and a baffling design choice to not even give us the option).

    The suggestion someone made to me is to jump immediately before switching weapons.

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