I just rated as not recommended so the review would show up. It's likely 90+% of people don't have an issue with my complaints regarding controls.
1. Most games allow for both a primary and secondary key binding. Not this game.
2. Only a select few controls can share the same key binding.
3. Multiple keybindings for things that should at least optionally be the same.
4. No option for keys to be sticky
By default "e" is interact, but hold down "e" to search a body. Except to pick up a document from a table is "r", which by default "r" is reload. Why not let the interact key also pick up a document? I can't say how often I've clicked "e" to pick up a document.
Zooming in using "b" binoculars uses left and right arrows, but with a scope it's up and down arrows (or vice versa I forget). Why not have up and down arrows be zoom in both? Then left and right to change range in scope?
Speaking of scope, when using a sniper rifle, right mouse must be held to keep the gun against shoulder, why? Why not hit right button once to engage scope and again to disengage? Then hit space to stop breathing, target and fire. With a laptop (and my preferred keyboard) this is stupidly difficult
In fact playing on a laptop sucks because of keybinding limitations. Even using a full keyboard and mouse likely causes carpal tunnel.
I use a micro keyboard. It's about 6 inches wide. The top 3rd is a touchpad that works exactly like a laptop touchpad. You can double tap with 1 finger for left mouse, 2 fingers acts like a scroll wheel, 3 fingers double tap is right mouse. Left of the touchpad is a left mouse button and on the right side a right mouse button. The top right corner has up/down/right/left and ok (enter).
Below the touchpad is a mostly standard qwerty keyboard. F1-F10 along the top, Tab, caps, left shift, left control. left alt, right alt windows are available; along with standard symbol keys. On the left of keyboard are larger left and right mouse buttons. On the right side is large page up and page down.
Now imagine this. Enemies are near, you want to use smg. Hold down left mouse to keep the gun shouldered, use w, s, a, d to move and the touchpad to aim. Now try to do all of that and figure out how to accurately fire. If not for right mouse having to be held, it would be possible, but not pleasant.
In sniper mode it's just frustrating. Hold down right mouse, hit space, try to aim then hit left mouse to fire. In my case, I have to hold the keyboard with at least three fingers and a thumb to stabilize the keyboard. Left thumb hold right mouse button, right thumb hit space, then move to right thumb to touchpad to aim and try to figure out how to fire without dropping the keyboard. forget about trying to change the range (if zoom was up/down for both binocs and scope then changing range would work with left/right.
I then thought, I know, I'll use my awesome joystick as a game controller. It has an analog control with 4 buttons on top of the joystick, a fire button and secondary fire button all on a 3 axis joystick. The base has 6 additional keys and a throttle. Except if you select controller in game you can't adjust the keybindings.
Fine, I'll use a joystick keybinder program. 10 keys, an analog joystick, fire and 2nd fire, a 3 axis joystick and throttle are not enough to satisfy all the major keybindings because the user can't determine how they wish the game to act and the developer thinks you need separate keybindings that do the same basic things.
In case the developer reads this, the following changes are needed.
1. Allow your user to select any keybinding they wish and alternate keybindings. if you want warn about conflicts, but don't make it a hard rule.
2. Allow the customer to chose if a keybinding is a switch (push once for on, push it again for off; in fact this should be the default it's not like you have to hold down the "r" key to reload)
3. Allow controller customization.
Remember that some of your customers may have disabilities.