DRL > Requests For Features
Weapon hotkey & multiple weapons
DeathDealer:
It is a powerful trait already. I often take it first if I'm not going for a build with SoG for it's excellent utility. It's just that with the advent of exotic/unique weapons in the later parts of the game replacing the standards you feel cheated a little... it's value decreases somewhat. I can live without changes, but I'd like the other weapons better. Besides once you've got more than two exotics/uniques to switch between you're fighting the toughest monsters in the game and have been gifted by the RNG, so why should his gifts have more strings attached than his already fickle favor?
Sambojin:
Probably because as has been said, it would be far too powerful. Juggler is a truly amazing trait as it is, on par with the other advanced traits (or better) yet is also available one experience level earlier. It also has the advantage of being in the WK chain, which is great with all the new assemblies. Nothing fixes poor tactics, weapon choice or reloading like Juggler. Even just the instant shotgun availability is awesome for double/sing/combat decisions and the loaded gun in each hand thing.
If you do have two exotics/uniques then just put them in the equipped and prepared slots. It's not as though you can't immediately switch out to two different "normal" weapons you'd rather use. The BFG9k is an exotic that even has its own quickkey(as is the chainsaw?). I'm a fan of twin combat shottys early on or assault shotty/missile launcher for later myself. Switch in bigger single target guns as needed.
I actually think Juggler could afford to be toned down a little. Maybe make it 0.3 seconds for weapon swaps, or a two level trait with first level giving 0.4 secs and level 2 giving 0.2 secs weapon slots. Fast, but not free. The way it is, it's probably a bit too good. It's probably the only part of DoomRL that allows you to accidentally press the wrong key with no disadvantages, and can keep mashing those keys until your heart's content. It's also a wonderful tactics checker, where you can slowly decide just what you want to blast the baddies with. Every other non-juggler build, you have to know before hand, or pay the consequences of poor weapon choice and reloading tactics.
Thexare:
--- Quote from: ZZ on March 24, 2011, 04:06 ---Here's the full list of what should be bound to which key:
Spoiler (click to show/hide)
* Butcher's Cleaver
* Anti-Freak Jackal, Grammaton Cleric Beretta, Trigun
* Plasma Shotgun, Super Shotgun
* Assault Shotgun
* Jackhammer
* Minigun
* Missle Launcher, Napalm Launcher, Revenant's Launcher
* Laser Rifle, Nuclear Plasma Rifle
* BFG 10k, Nuclear BFG 9000Unbound are Dragonslayer and Railgun and Blaster.
--- End quote ---
Super should be on the Double Shotgun key, whichever that is. I'd also move the Jackhammer to the Combat Shotgun key.
I'd also put the Blaster on the Pistol key, since it is in most ways just a recharging pistol.
Deathwind:
Maybe just bind the exotics?
DeathDealer:
I'd be happy with Juggler not affecting the switch speed at all for exotic/unique weapons, or as has been suggested being toned down to some small increment for every switch, but I'd still like the ability to use standard hotkeys to switch to any weapon in the game.
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