FortheEmperor wrote:
Yeah..try doing that and circle strafing! Doesn't work out too comfy

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Like I said before. Tera's control mechanism is how it should be like. They manage to do both melee combat and aimed combat very well.
Mouse Aim
Left Click - Attack (Normal Firing mode...DoT)
Right Click - Evade/Special Skill (Perhaps Dodge? Or Change Firing Mode?)
KB Buttons - Skills (Insert whatever skills here, maybe something like Righteous Zeal, Hammer of Destruction, Battle Charge, To Victory, Shield of Oath)
WASD - Move
Could incorporate elements from Vindictus as well for melee goodness... E.g. Left + Left + Right Click is one move, Left+Right + Left is another
Space Marine's command system is similar all you need are more hotkey abilities. Tbh, just give Space Marine + MMO elements!

I can almost guarantee that they'll use the right mouse button for "click to aim where your character is moving" like WoW has. If they are World of Warcraft players, they'll be too used to the system there to change it.
- Mouse (no clicks): Cursor for clicking items, equipping gear, etc.
- Mouse (right click): Holding right click will aim your character, and therefore your guns/attacks. They'll likely have a "lock" option in the settings for those who aren't used to holding the key, and there will no doubt be a hotkey to change it.
- Mouse (left click): Attack with guns/melee, probably based on your range from your target.
- Keyboard: Various skills
- QWEASD or WASD: Movement. Hopefully they do away with "turn in place" movement and force people to use strafing and mouse turning only. They couldn't get away with it in WoW, and they'll pretty much just die without putting up a fight in a game where you have to aim.

Dodging in Guild Wars 2 is done by tapping the movement key in the direction you want to dodge. Sounds good to me.
Oh, and I vote no on any and all combo systems. They never feel right, and break immersion. I just can't imagine doing a left swing, then another left swing, and
only then being allowed to do some special extra swing if it were real life.
Combo systems tend to make a game harder to learn without adding anything to combat depth. Games should always aim for "easy to learn, hard to master."