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1. Options > PC Settings > Local Push To Talk > Off
2. Options > Controls > Run > W
3. * > Global Push To Talk > R
4. * > Secondary Use > Right Mouse Button
5. * > Flashlight > F
Leave all the other keybindings the same. These controls seem to just make more sense to me and feel way more intuitive. Understand that you can have two actions bound to the same key.
You do understand that there's no need to have a "place" function when those items don't have an "activate" function, right?
It's not about Place-vs-Drop, it's about Place-vs-Activate.
Unless the game allows me to set the same key for the same function, I don't particularly see your suggestion as a solution.
I would need a post-it note listing the items that need to be "placed" vs those that are "used". There are a quite a few items in the game.
video camera has drop, place and activate. It needs three buttons
Left click for rotation. Right click for turning on/off. F for placement. If you remove F - you'll need a new button for exact placement.
BTW I would like to see left click rotation replaced with Q and E buttons being rotate clockwise and counter-clockwise.
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It's a concept called "context sensitivity."
If an item cannot be used without being placed on a wall, then it stands to reason that placing it on the wall is the same as activating it.
That simple change would be enough for me and it wouldn't matter if the "place" function would still work the way it is currently. I am proposing, however, that they ditch the "place" function entirely because you can still do most actions with just two buttons.
A camera that can be activated and placed, for example, could stay as it is... sure; it's not bad but it doesn't need a "drop" function because "placing" essentially does the same thing. So, without a dedicated "place" button, the "drop" button would fulfill one or the other based on the item you're carrying.
What I could really use is Smudge Stick lighting up with right click instead of F. That is one of the pieces I find really counter-intuitive. Other than that, control is actually kinda intuitive, for as long as you give it a chance.