How would the balance change if that was allowed? I'm curious, since you trade inventory space for them, instead of carrying other things.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)
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).How would the balance change if that was allowed? I'm curious, since you trade inventory space for them, instead of carrying other things.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.
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.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.
Here's the full list of what should be bound to which key:Super should be on the Double Shotgun key, whichever that is. I'd also move the Jackhammer to the Combat Shotgun key.Spoiler (click to show/hide)