DRL > Requests For Features
Weapon hotkey & multiple weapons
Game Hunter:
--- Quote from: Thexare on March 21, 2011, 11:25 ---
--- Quote from: Cirrus on March 21, 2011, 08:32 ---How would the balance change if that was allowed? I'm curious, since you trade inventory space for them, instead of carrying other things.
--- End quote ---
Immediately obvious: BFG. It holds more cells than a stack, and not much will survive six BFG shots (single bulk mod on each is easy to do)
Less obvious: Rapid-fire weapons on a non-ammochain game (MCe, for example). Setting aside the Assault Cannon and Minigun (they fall under the first one), there's also the matter of reload speeds - it could very easily be worth carrying a second Chaingun or Plasma Rifle to avoid having to reload mid-fight. Especially the Plasma Rifle - it's rather unlikely for any typical mob to survive two full Plasma Rifles' worth of damage.
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All of those possibilities are already possible with the current Juggler setup. Equip BFGs (or chainguns, or plasma rifles) to the equipped slot and the prepared slot. When you run out of ammo in one, swap to the other (instantly).
Really, the biggest exploit I can think of has also been mentioned: multiple, instant shotguns. It would basically allow you to use assault shotgun at level two. I don't mind the current setup, although if we could set WHICH weapon to be the one that quickkeys, that would be more useful (obviously it would incur some time).
DeathDealer:
Could all unique, exotic, and assembled weapons at least be keyed to the standard hotkeys? I know the double chainsaw is linked to the chainsaw key, and the chainsword to the knife... but why can't the nuclear plasma be linked to the plasma rifle key too? It doesn't seem like much of a stretch.
Game Hunter:
--- Quote from: DeathDealer on March 23, 2011, 12:26 ---Could all unique, exotic, and assembled weapons at least be keyed to the standard hotkeys? I know the double chainsaw is linked to the chainsaw key, and the chainsword to the knife... but why can't the nuclear plasma be linked to the plasma rifle key too? It doesn't seem like much of a stretch.
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Assembled weapons are assigned to the same hotkey as the weapon it came from because of the way that assemblies are coded, IIRC. The game is only modifying the stats of whatever you're assembling as if it were just a modded piece of equipment. Exotics and uniques, on the other hand, have no such modifier in the first place. What key do you suggest we use for the Railgun, or the BFG10K? What of the weapons would be picked when we switch out? If we can't cycle through each possibility, these arbitrary placements mess up with priority weapons unnecessarily.
And, while I imagine this is doable, I'm starting to think that Juggler a LITTLE more powerful than it needs to be. Having it apply to quickkeys is already a stretch: because of it, I typically don't even look at the numbers and just haphazardly select between all my weapons until I get the one I need. Zero swap time between equipped and prepared slots is supposed to be THE feature of the trait, which is already pretty damn good. (If you don't think it is, you haven't experienced situations where death would happen otherwise.) If I understand correctly, the quickkey addition was there for blind mode...maybe you could just leave it in blind mode?
Deathwind:
can we at least get some of the obvious ones bound? Things like the nuke plasma rifle and the laser rifle bound to '8', the nuke BFG and the BFG 10K to '9' (gotta add at least one that will kill players).
ZZ:
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.
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