Mass Effect 2 profile- uses default keybindings
Attached is a profile for Mass Effect 2. I spent about 5 hours on this.
1. Uses default in-game key bindings.
2. Quick slots are accessed in the controllers shifted state. Slots 1-4 are "easy", I recommend putting your favorite abilities there and assume to cast 5-8 by pulling up the HUD.
3. Zoom/Aim is a toggled command (Crysis like). Other useful toggled commands are the minimap/objective pointer and the HUD.
4. Vehicle commands are accounted, but I am 10 minutes in the game and have not tested. When I get to that point should find something related to vehicles that needs to be changed or toggled, I will make that change and repost.
5. Created on Version 4.9! V5 Beta testers will need to be aware of this when importing the .pin
Edit 2/1/2010: Updated attachment now includes henchmen placement.
Edit 2/2/2010: Updated attachment reworked henchmen commands, reworked map toggle (it's quirky beware, read later posts), added d-pad functionality (up/down) for in game terminals (Ammo, upgrades, etc). Alt-tab function assigned. Please see later forum posts for more explanation.
Edit 2/7/2010 Assigned right click press to left top bumper (use for aiming when HUD enabled), moved walk command to the joystick AXIS--now left joy partial will walk, all the way to run, press stick button to charge/sprint.
Last edited by Pinnacle [Rob]; 05-05-2012 at 04:19 PM.
Looks good but what about the henchman commands, where are those mapped to?
Well, being my first time through the game, and I never played ME1, I didn't understand what the henchmen commands were for (or if they were actually necessary) until last night the game called for me to use them. I have updated the profile initially using a cycle command for the henchmen. Does anyone know it at any point whether it the game requires placement of henchmen so far apart that it would take more than 20 seconds to place them? I set the cycle to reset after 20 seconds. Also, would it be preferred to have both commands (Q,E) on separate buttons? Only someone thats played further in the game can answer this: I have barely started.
Another issue I came up while I was playing was the HUD objective pointer and area maps, both are bound to the same key: area maps are a "M" press, while the objective pointer HUD requires "M" down. Has anyone figured a way to make a key act like a press but initiate a cycle command when held down? I would really like to keep both functionalities on the same button. For the time being area maps are called up by a fast double press on the D-pad's down button, while a single press pulls up the objective pointer. Because the game periodically dumps the objective pointer regardless of key position (cutscenes and character dialog), I have for the time being set that cycle to reset after 99 seconds.
ME2 so far really isnt proving all that difficult to make a workable profile. It's nothing like Crysis/Crysis Warhead. Those profiles took several days of work to formulate. I also have my own creations for Stalker SOC (2009) & Clear Sky. Because Rob has an official profile for SOC that I haven't tried (and probably works fine) I relagated not to post my own. If someone wants to see them, I can.
This is the first time I have played ME also and have only been playing for a few days but it seems pretty clear that it would be advantages to have the henchmen assinged to seperate buttons. I have modified your profile to have henchman 1 on the R Joystick button, hencman 2 on the X hold button and regroup on the R shoulder hold button command. This works OK for now but I think it could better.
Does your profile have feedback(rumble)?
What is the L Trigger supposed to do? It is assigend to @SHIFTBUTTON@ but when I click it and slecet another button nothing happens, also once I use the configuration one time and go back to it in PGP the L trigger will show up now as unassigned.
Im re-working the henchmen. I now agree they need to be on separate buttons, .I try to keep button assignments logical or "uniform". I'm gonna try making the hench positions assigned to the two right shifted trigger buttons. I'm thinking shift-press to assign and hold to Call. This is something I will have to make sure it works in game before posting the changed profile. Not all shifted buttons have assignments. I was waiting to copy non-shifted commands till I know everything else is covered.
I'm still having difficulty getting the map functions to work as intended. I have redone the command to give preference to the area maps, but it makes pulling up the objective pointer map "quirky". The intention is to tap the button for the area maps and hold for objective (which stays up). Because the game uses the same keymap "M" for both functions, and area maps are toggled in game while the objective pointer isn't, "quirky" may be as good as it'll get. . Most shooters have some sort of HUD minimap onscreen or toggled. I've noticed the objective pointer is confuxxulated about 1/2 the time, possibly explaing why it's not permanent or toggled in game.
Updated/reworked profile with the new hench assignments and map rework should be posted by late tonight/early Wednesday. I'm also deciding to make alt-tab a shifted function holding both left trigger buttons. It's not necessary for gameplay but I have a preference that it be on there somewhere.
As to changed assignments being "lost" that sounds like a software problem for technical support. (Do you have Pinnacle set to run as administrator?)
Ok. Unless there are problems with vehicles that need tweaking, I think this thing is about done. I have not yet gotten to a point in game where a vehicle is available. Hench positions (shift right bumper buttons, shift-hold either button to "Call" works beautifully. The map function is quirky, but that may have to be lived with. Also note the up/down d-pad buttons now scroll the selected item in terminals (Research, personal Ammo etc.) This makes it easier as you can leave the mouse pointer down in the select/cancel area. There are no in game keymaps for select/buy/cancel buttons so you still have to mouse around some, just not as much as before.
Important Note: I also reworked the mouse sensitivity to make precise aiming easier: Because I do not believe mouse acceleration settings are tied to game profiles be aware the right stick sensitivity is designed to be used with acceleration at position "4" (Pinnacle Preferences/Command, Check "Apply acceleration to mouse", move slider to position "4" (second from far right). Mouse sensitivity is also a function of your mouse DPI/Driver as most of us are aware, each PC/mouse will "feel" different and probably require tweaking of this setting to your preference.
Updated profile on OP
Rumble? Now there's something I have never figured out how to do. I'm throroughly clueless when it comes to seting up rumble. ME2 for PC does not natively support any type of gamepad...I have doubts... but if you know how to get rumble to work pleeeease do share! Post a rumblized version of this profile in this thread and I will copy it to the OP and give you SCREAMING credit.
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