mantle

iLikepie

Member
FOR THE FUCKING LOVE OF GOD! CHANGE THE FUCKING MANTLE ACTIVATION BUTTON FROM W TO HOLDING SPACE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
This has been an issue for far too long, i am so sick of trying to wall jump mid fight to mantle and die. Im sick of it. im FUCKING SICK OF IT! I HAVE EVERY RIGHT TO BE PISSED OFF at this aspect. its something thats been known for over a year now and has been asked for MANY MANY MANY MANY MANY TIMES!
 
FOR THE FUCKING LOVE OF GOD! CHANGE THE FUCKING MANTLE ACTIVATION BUTTON FROM W TO HOLDING SPACE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I'm affraid this is not better.
You need to press W and Space while looking at the surface you want to mantle
because of overlaping mechanics and keypresses with wall-jumps and the direction you are looking + direction you are pressing (A,S, D)
also double jump if you are not in front of the surface you want to mantle
also zipline and rope grabbing is holding space by default so another two to the list
wait and also cancelling ability is in space by default

This overlapping of keybinds is already happening with some heroes, even the new ones, Rem's ultimate ability has flying controls (fly up and fly down) overlapped with normal movement controls (dash, slide, double jump) so you can change them to have an advantage.

A separate keybind for wall jump, double jump, etc has been asked for but I don't really know if more keybinds are the best way to do it. To be honest it wouldn't hurt to have the possibility but don't know how much of a struggle it is to code.
 
While i understand you points, The only thing currently bound to space is jump/dbl jump and technically mantle as thats the button it says in the settings.

Zipline is my middle mouse button, I cancel my abilities by pressing my ability key, The only reason you have to be looking at the object you mantle is strictly due to the fact holding W moves you forward. and its the actual key that activates a mantle. you cant do it with "A" "D" or "S"

You can be facing at a 90 degree angle while holding "W" and it will still activate a mantle. You could argue skill expression but its not intuitive enough to argue that. You dont always walk side ways to objects to wall jump from, Some objects you have to get close because they are small and you'll end up mantling instead of wall jumping and it will end up getting you killed.

If my other buttons are already accounted for this shouldnt be an issue. The issue would lye in Valve having to make new and seperate default keybind that feel intuitive to use for those specific things, Like Zipline, and canceling abilities, Double jump/wall jump wouldnt have to be recoded or moved, space is already the best button from that.

Im sure its very possible to code a "Hold" space" for 0.25 second to mantle so a simple key stroke would activate the wall jump and not the mantle.
 
While i understand you points, The only thing currently bound to space is jump/dbl jump and technically mantle as thats the button it says in the settings.

Zipline is my middle mouse button, I cancel my abilities by pressing my ability key, The only reason you have to be looking at the object you mantle is strictly due to the fact holding W moves you forward. and its the actual key that activates a mantle. you cant do it with "A" "D" or "S"

You can be facing at a 90 degree angle while holding "W" and it will still activate a mantle. You could argue skill expression but its not intuitive enough to argue that. You dont always walk side ways to objects to wall jump from, Some objects you have to get close because they are small and you'll end up mantling instead of wall jumping and it will end up getting you killed.

If my other buttons are already accounted for this shouldnt be an issue. The issue would lye in Valve having to make new and seperate default keybind that feel intuitive to use for those specific things, Like Zipline, and canceling abilities, Double jump/wall jump wouldnt have to be recoded or moved, space is already the best button from that.

Im sure its very possible to code a "Hold" space" for 0.25 second to mantle so a simple key stroke would activate the wall jump and not the mantle.

coding that should be very possible, but if you are falling down and want to mantle, 0.25 seconds could mean you are no longer at reach and not able to mantle.

and one could say: then hold space before reaching
and yeah but now how could you just double jump and not mantle? or walljump and not mantle?
and you could say: then release the jump button before 0.25 seconds
and yeah but now we have introduced the delay/buffering waiting mechanic that slows the players, reduce snapness in movement, and puts the game "on rails" just because we want the game to make sure we want what we want.

This said, I'm not against pressing vs holding, I do use this method of pressing/holding for self cast and .12 seconds is already on the verge of responsiveness/control for me. But I think responsiveness and snappiness is crucial for movement mechanics, and maybe a separate keybind would be enough and more customizable for the players.
 
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