Repeated combat actions can create a motor barrier even when each individual input is easy to perform. A semi-automatic weapon may require the fire button to be pressed once for every shot. A melee build may require the same input each time an attack becomes available. Over a long activity, those presses can accumulate into hundreds or thousands of repeated finger movements.
Destiny 2 includes two settings that change this input pattern. Full Auto Firing allows almost all weapons to continue firing while the fire button or trigger remains held. Full Auto Melee repeats supported melee attacks whenever they become available while the relevant melee or fire input is held.
These options do not automatically select targets, aim, move the player, or decide when combat should begin. They replace repeated presses with sustained input after the player chooses to attack.
That distinction makes them different from combat automation. The player retains control over direction, target choice, positioning, weapon selection, and when the held input starts and stops.
How Full Auto Firing works
Bungie describes Full Auto Firing as a setting that allows almost all weapons to keep firing for as long as the player holds the trigger or fire button.
Without the setting, the input behaviour depends partly on the weapon. A fully automatic weapon already continues firing when held, while a semi-automatic weapon generally requires a separate press for each shot. Burst weapons may require another press to begin each supported burst.
Full Auto Firing makes the held-input behaviour available across almost all weapons rather than restricting it to those designed as conventionally automatic. The weapon continues to follow its own firing characteristics, but the player does not need to release and reactivate the input for every supported shot or burst.
The words “almost all” establish a limitation. The setting should not be interpreted as applying to every weapon, firing mode, charge mechanic, alternate action, or activity-specific object in the game.
Full Auto Firing also does not change the weapon into a different archetype. A slow-firing weapon remains governed by its supported rate of fire. A burst weapon retains its burst behaviour. The setting changes how repeated shots are requested, not necessarily the underlying cadence, damage, recoil, ammunition, or weapon identity.
How Full Auto Melee works
Full Auto Melee applies the same broad input principle to close-range attacks. Bungie states that it supports melee weapons, including Swords and Glaives, as well as powered melee, unpowered melee attacks, and melee attacks performed during a roaming Super.
When the setting is active, holding the appropriate melee or fire button causes a supported attack to repeat whenever it becomes available. Which input is held depends on the type of melee attack.
The phrase “whenever it’s available” is important. Holding the input does not remove the attack’s normal availability rules. An attack may still be affected by its animation, recovery, energy, ability charge, weapon behaviour, or other gameplay conditions.
The system waits for the supported action to become usable and then repeats it while the player maintains the input. It does not necessarily cause attacks to occur faster than the game normally allows.
Full Auto Melee also does not move the player into range or turn the character toward a target automatically. If an enemy moves away, the player may need to follow, reposition, or adjust the camera while continuing to hold or release the attack input.
Repeated pressing versus sustained pressure
Replacing repeated presses with a hold exchanges one physical demand for another. This can be helpful, but it is not universally easier.
Repeated pressing requires the player to activate and release an input many times. This can increase movement at a finger or thumb joint and may contribute to pain, fatigue, cramping, reduced accuracy, or repetitive-strain symptoms.
A held input reduces the number of activation cycles. The player presses once, maintains pressure, and releases when they want the sequence to stop.
Maintaining pressure can present its own barrier. A player with weakness, limited grip endurance, pain during sustained contraction, or difficulty keeping a control depressed may prefer repeated presses. Full Auto Firing and Full Auto Melee are optional, allowing the original input style to remain available.
The settings also do not convert the action into a true toggle. A toggle would begin the repeated action after one press and continue without sustained pressure until another press or condition stopped it. These settings still require the relevant input to remain held.
This means they reduce repetition but do not remove sustained-input demands.
Why firing and melee need separate settings
Weapon firing and melee attacks do not have identical control structures. They use different actions, availability rules, animations, ranges, and resource systems. A player may benefit from changing one without changing the other.
Someone using a semi-automatic ranged weapon may want Full Auto Firing but prefer deliberate individual melee presses. Another player may use a melee-focused build and enable Full Auto Melee while keeping manual control over every ranged shot.
Separate settings prevent the game from forcing one input preference across all forms of attack. This is particularly useful in Destiny 2, where a player can change weapons, subclasses, abilities, and combat roles frequently.
The separation also makes experimentation easier. If attacks occur unintentionally while a player is holding a melee input, Full Auto Melee can be disabled without giving up held firing for ranged weapons.
Full auto is not faster fire
The term “full auto” can imply that a weapon has been made more powerful or fires at a higher rate. That is not the accessibility setting’s core function.
The setting automates repeated input activation while the fire control is held. It does not inherently increase the maximum rate of fire supported by the weapon.
A weapon that is ready to fire can do so without waiting for the player to release and press again. However, its designed interval between shots, burst cadence, charge time, reload requirements, ammunition supply, and other mechanics remain relevant.
Full Auto Melee follows the same principle. It repeats the attack when available rather than removing every delay between attacks.
This distinction matters when evaluating competitive effects. The setting can improve consistency by preventing missed input cycles, but it does not grant a weapon an unsupported firing speed.
Full auto is not automatic aiming
Full Auto Firing does not place the aiming reticle over an enemy. The player still needs to control the camera or aiming input, identify a target, account for movement, and decide when to begin firing.
Recoil, weapon spread, target movement, visual effects, and range can continue to affect accuracy. Holding the fire button may cause several shots to miss if the player cannot keep the weapon aligned.
The setting can be combined with aim assistance available through the game and platform, but the two systems have different purposes. Aim assistance affects alignment or target interaction. Full Auto Firing affects whether another press is required for the next shot.
Full Auto Melee is similarly distinct from melee targeting or movement assistance. Repeated attacks may occur when available, but the player may still need to face and remain close to the intended enemy.
Timing is reduced but not removed
The settings reduce the timing required between repeated activations. The player no longer needs to press again at the exact moment a weapon or melee action becomes ready.
They do not remove every timing decision. The player still chooses when to begin holding the input and when to release it. Holding too early or too long may consume ammunition, trigger an attack at an undesirable time, or commit the character to another action.
Combat can also require timed defensive movement, ability use, reloading, target switching, and positioning. Repeating one attack automatically does not automate the surrounding encounter.
For powered melee attacks, the availability of the ability remains important. Full Auto Melee can repeat the attack when supported and ready, but it does not remove cooldown or charge rules simply by maintaining the input.
Potential motor-access benefits
The most direct potential benefit is a reduction in repeated finger or thumb movement. Players with repetitive-strain injuries, arthritis, chronic pain, fatigue, reduced dexterity, or difficulty producing rapid repeated inputs may find a sustained hold more manageable.
The setting may also reduce missed attacks caused by inconsistent press timing. If a player presses slightly before the weapon or melee action becomes available, maintaining the input allows the game to repeat the supported action when it is ready rather than requiring another precisely timed press.
This can reduce the need to monitor both combat events and the physical rhythm of a button. The player can direct more attention toward aiming, movement, enemies, or teammates.
Individual experiences will vary. Tremor may make a sustained input difficult to maintain, while muscle weakness may make prolonged pressure more fatiguing than light repeated taps. Button resistance and controller shape also influence whether holding is comfortable.
The settings change software behaviour but do not alter the physical force required by a particular controller, mouse, adaptive switch, or other input device.
Potential cognitive benefits and costs
Repeated attacks create a rhythm the player must maintain while also processing the rest of an encounter. Full Auto Firing and Full Auto Melee can transfer that repetition to the game.
This may reduce divided attention. Instead of remembering to press again after every shot, burst, or melee recovery, the player can maintain the input and concentrate on other information.
It may also simplify the relationship between intention and action: holding communicates “continue attacking,” while releasing communicates “stop.”
That simplification can create accidental actions if the player forgets that the input remains active. A melee attack may repeat as soon as it becomes available, or a weapon may continue using ammunition longer than intended.
Players may need to learn a different release habit. With repeated pressing, inaction occurs automatically between taps. With held repetition, the player must deliberately release the control to end the sequence.
Weapon selection still matters
Full Auto Firing applies the held-input method across almost all weapons, but weapons retain different accessibility characteristics.
A weapon may have strong recoil, intense muzzle effects, a small magazine, long reload animations, high visual obstruction, or a need for precise critical hits. Automatic repeated input does not remove those demands.
Some weapons require charge timing or use alternate firing behaviours that may not fit a simple continuous-fire model. The “almost all weapons” qualification means players should test the setting with their intended loadout rather than assuming identical results.
Firing continuously can also increase visual and auditory intensity. Repeated muzzle flashes, projectile effects, recoil movement, and weapon sounds may continue for longer when the control is held. A setting that reduces motor repetition can therefore increase sensory exposure if the player fires for extended periods.
Melee positioning and risk remain
Melee combat generally requires the character to remain closer to enemies. Full Auto Melee reduces repeated activation but does not eliminate the risks associated with proximity.
The player may still need to approach a target, track its movement, avoid incoming attacks, and determine when remaining in melee range is unsafe.
With Swords and Glaives, the relevant action is connected to the weapon’s control scheme. Powered and unpowered melee actions may also interact with subclass abilities and their availability. The full-auto setting does not make all these attacks mechanically identical.
During a roaming Super, repeated melee activation can reduce pressing while the player continues to manage movement, targets, duration, and any other Super-specific behaviour.
Compatibility with remapping and alternative inputs
The full-auto settings modify how long an input remains meaningful. They do not determine where that input is physically located.
Players can use Destiny 2’s control settings and platform-level remapping to place fire or melee actions on more accessible controls where supported. Full auto can then reduce how often the assigned input must be activated.
This combination may be more useful than either change alone. Moving melee to an easier button does not remove repetition, while enabling Full Auto Melee does not help if the assigned button remains unreachable.
The settings should not be assumed to provide compatibility with every adaptive controller, switch interface, macro system, or mixed-input arrangement. Hardware and platform support remain separate considerations.
Live-game limitations
Destiny 2 is an online live-service game. Weapons, abilities, activities, input behaviour, and accessibility settings may change through updates.
Some activities require mechanics beyond ordinary attacks, including carrying objects, interacting with devices, coordinating with teammates, standing in particular locations, reading visual symbols, or completing time-sensitive objectives. Full-auto attack settings do not automate those tasks.
Network latency can also affect when an action appears to occur or whether a hit is registered. Maintaining the attack input does not eliminate connectivity barriers.
The settings are part of the game rather than a third-party mod, so they do not require external automation software. Players should use the current in-game descriptions when testing behaviour after major updates.
Platforms and current availability
Destiny 2 is currently distributed through PlayStation, Xbox, Steam, and the Epic Games Store. Bungie introduced Full Auto Firing as a game-wide setting in Season 19 and later added the separate Full Auto Melee setting.
Because the feature is implemented within the game, its purpose remains consistent across supported controller and mouse-and-keyboard configurations: the relevant fire or melee input can be held rather than repeatedly activated.
The physical experience may still differ. A controller trigger, mouse button, keyboard key, or adaptive switch can require different force and posture during a sustained hold. Platform availability does not guarantee that holding the default control will be comfortable.
One held command, multiple supported attacks
Full Auto Firing and Full Auto Melee reduce repeated combat input without automatically choosing targets or completing encounters. One keeps almost all supported weapons firing while the fire control remains held. The other repeats supported melee attacks whenever they become available during a maintained input.
Bungie documents both settings and their supported attack types in its official Destiny 2 accessibility update.
Access needs vary. These settings may reduce repeated movement, fatigue, and press-timing demands, but they replace tapping with sustained pressure and do not remove aiming, positioning, resource management, sensory effects, or other activity requirements.