PC gamepad buttons and behaviours

There are a few issues with the PC gamepad buttons that i think needs a fix.
First; crouch/prone-button:
The prone feature is AWESOME, i LOVE it, but it is seriously irritating when i try to prone while crouched, but instead of getting down, the character stands up before getting down on his/her belly.
This is due to the fact that the crouch/stand button needs to be long-pressed to get into prone.

The fix for this is to ignore the button-down state, and instead capture the button-released state to trigger the desired mode.
This will allow the player to choose exactly the pose desired for any situation with a long or short click, and never risk two actions from a single button press.
As an alternative, the jump-button could be used for upwards motion only; (prone -> crouch -> standing -> jumping) and the crouch button could then be used for only downwards motion (standing -> crouch -> prone).

The next issue; item slot (quick-bar):
The item quick-bar (4 user-selectable items on the arrow-buttons (directional buttons)) isnt as responsive as it could be and after selecting the item (bandaid for example), i have to wait for the animation to complete before i can use the item with the trigger-button.

This makes it VERY hard to quickly use a bandaid or throw a field radio in the middle of a battle, since i kind of have to spam the trigger-button to activate the item as quickly as possible (often using two bandaids instead of the single one i wanted).

The suggested fix for this is to have long-pressed function on the items as well, that would both equip the item AND use one as soon as the animation sequence ends, without having to use the trigger-button.
I would prefer if the item would then be un-equipped, returning the previously equipped weapon as active.
This would mean that if i long-press left directional button, i would equip a bandaid, use ONE, then switch back to my weapon, with no other button-presses.
As a contrast to the prone/crouch-button, a long-clicked directional button-situation wouldnt be affected by a two-actions function, as a short click would activate the item as soon as the game detects a button-pressed state, and as soon as the game detects a long-click, it activates the item.

I would suggest that the “long-click to activate item” feature would also be included on the keyboard quick select buttons (4-7).

And i think that the console users would also like these features on their gamepads… :slight_smile: