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Re: DRAUGR button mapping for countermeasures is counterintuitive

@Metal_Daryl97
Because the put the countermeasure on the gadget category which is where people have the self repair at.

4 Replies

  • Metal_Daryl97's avatar
    Metal_Daryl97
    Seasoned Ace
    2 years ago

    @UP_Hawxxeye I'd argue that deploying flares as soon as possible is slightly more important than activating the auto repair quickly; so makes more sense to swap the two imo. 

  • ATFGunr's avatar
    ATFGunr
    Legend
    2 years ago
    @Metal_Daryl97 Drainer doesn’t get flares. Repair, then EMP counter then jamming. Jamming is the way to go IMO. Doesn’t break a missle lock but will break targeting, so if you know a wildcat or RAM is around, pop jamming first then do your run. You have plenty of time so don’t need to remap you can think about it first 😉
  • Metal_Daryl97's avatar
    Metal_Daryl97
    Seasoned Ace
    2 years ago

    @ATFGunr I Sorry, I actually meant to say jamming, not flares, in my previous comment. The main issue from my experience is that the lockon time from wildcats is highly inconsistent and often I have barely any time to react and activate the counter measures; the counterintuitive button mapping makes this worse 

  • ATFGunr's avatar
    ATFGunr
    Legend
    2 years ago
    @Metal_Daryl97 I get ya. I suggest you use the jamming proactively. I’ll pop it on the start of an attack run if I think a wildcat or RAM is out there. RAMs seem to have a very quick launch time, even with jamming programmed to a button in my joystick it can be hard to reach quickly enough. You can change the mapping in Options of course, or change how you use jamming. I regularly forget what buttons I’ve mapped stuff to lol, so I try not to change too much and just adapt how I play.

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