Pickup weapons, open doors, welders
Koruyo
AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
<div class="IPBDescription">You might want to rethink the key system...</div>Can we bring some logic to this?
So we got 2 keys, Use (Use,Weld, Build, Repair, Pickup weapon) and Drop (Drops you current weapon)
Since there is no auto-pickup anymore, why is there a key to drop our weapons?
Maybe to change weapons with a mate? I can only think of a single situation where i would like to do that...
But thanks to making welders not a "weapon" anymore... forget that, no more welder exchange.
So if your mates forgot to bring(buy) a welder upgrade - you are out of luck, have fun repairing an exo, it already feels like minutes if you do it on normal marines without the future welder... Dont wanna know how long it will be on an exo...
But ok that not the worst part... to few keys do too much stuff.
It already happend to me lots of times that there was a weapon on the ground and instead opening a door i pickuped crap weapons.
Or a mate needs welding, but instead of repairing his armor, i pickup a crappy weapon from the ground...
Or i want to use the armory, and first pickup a few crappy lmgs from the ground...
Etc, if in combat this is frustrating.
Options:
#1
Change pickup weapon to <b>press&hold the reload </b>button for ~1.5s
(just as long so you can walk over a weapon while holding reload and still pick it up, but not too short so instead of reloading you could pick one up by accident.
Use =use and build/repair/weld
Remaining problems: welding doors (but i think you are working on a button on the side of the doors now, so i guess if you just look at the door this will work.
#2 -> i like this one better
Remove build/welder tool from USE and make it a "weapon" you spawn with (so it gets its own slot on the number keys/ can select it with mousewheel)
Basic build tool, and welder as upgrade. The argument that it shouldnt be used as a weapon is a joke/ it wont do much damage - if somebody decides to use it so let him be badass welder guy.(the basic builder tool shouldnt do damage)
Use key = Use
Pickup and drop weapon gets its own key - if you press and hold it for 1-2s you drop your current weapon/tool, if standing on a weapon/tool you pickup and exchange.
So we got 2 keys, Use (Use,Weld, Build, Repair, Pickup weapon) and Drop (Drops you current weapon)
Since there is no auto-pickup anymore, why is there a key to drop our weapons?
Maybe to change weapons with a mate? I can only think of a single situation where i would like to do that...
But thanks to making welders not a "weapon" anymore... forget that, no more welder exchange.
So if your mates forgot to bring(buy) a welder upgrade - you are out of luck, have fun repairing an exo, it already feels like minutes if you do it on normal marines without the future welder... Dont wanna know how long it will be on an exo...
But ok that not the worst part... to few keys do too much stuff.
It already happend to me lots of times that there was a weapon on the ground and instead opening a door i pickuped crap weapons.
Or a mate needs welding, but instead of repairing his armor, i pickup a crappy weapon from the ground...
Or i want to use the armory, and first pickup a few crappy lmgs from the ground...
Etc, if in combat this is frustrating.
Options:
#1
Change pickup weapon to <b>press&hold the reload </b>button for ~1.5s
(just as long so you can walk over a weapon while holding reload and still pick it up, but not too short so instead of reloading you could pick one up by accident.
Use =use and build/repair/weld
Remaining problems: welding doors (but i think you are working on a button on the side of the doors now, so i guess if you just look at the door this will work.
#2 -> i like this one better
Remove build/welder tool from USE and make it a "weapon" you spawn with (so it gets its own slot on the number keys/ can select it with mousewheel)
Basic build tool, and welder as upgrade. The argument that it shouldnt be used as a weapon is a joke/ it wont do much damage - if somebody decides to use it so let him be badass welder guy.(the basic builder tool shouldnt do damage)
Use key = Use
Pickup and drop weapon gets its own key - if you press and hold it for 1-2s you drop your current weapon/tool, if standing on a weapon/tool you pickup and exchange.
Comments
That was actually the system before this patch.
<!--quoteo(post=1890434:date=Dec 16 2011, 06:38 AM:name=ZerZex)--><div class='quotetop'>QUOTE (ZerZex @ Dec 16 2011, 06:38 AM) <a href="index.php?act=findpost&pid=1890434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally i would still prefer a auto pickup system if the weapon slot is open rather than a manual system.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would lead to two problems:
1. If it also changes the weapon to the one you just picked up, it can interfere with combat, especially when the new weapon is empty.
2. It would be hard to pick a specific weapon from a pile (i.e. at the armory or when lots of combat happens in one place).
I would either change it back to what it was or introduce the builder and welder and make them a weapon. <strike>I'm not sure yet what I would prefer or what could cause problems in these cases.</strike> Running around welding aliens sure is fun.
Edit: Actually, there would still be a problem with the builder/welder as weapons: Using buildings like the armory would still be very annoying with weapons piling up in front of it. So my favorite is the old system with an extra button for pickup/drop. Fast, simple, unambiguous. NS2 doesn't have a lot of keyboard commands to begin with, so that one won't hurt.
i.e if you're looking at a marine, the game assumes you want to weld him rather than pick up weapons, or if you're looking at an armory it assumes you want to use that.
Seems like a pretty simple fix. I personally like the 'do stuff button' approach. All it needs is a little more code so that the game can reasonably assume what stuff I want to do in what situation.
And having the pick up weapon action being tied to drop weapon action was the worst, everyone kept dropping all their equipment when they wanted to pick up a gun in a hurry.
The tiered auto pickup/swap system would work well. Similar to how other games have it.
Tier 0= The slot is empty. (You automatically pick up anything for that slot)
Tier 1= LMG. (Auto pickup tier 2 weapons)
Tier 2= Shotgun, GL, FT, Concussion Rifle, HMG. (No automatic weapon swap)
If need be you can have an option in the menu to disable it.
For the pile of weapons at the foot of the armory problem when marines buy new weapons, you can have it so their weapon they're replacing is recycled. Maybe get some p.res in return if it wasn't a default weapon.
Easy answer a client side cvar similar to counter-strike "cl_autowepswitch "0"" which stops you autoswitching to the new weapon
<!--quoteo(post=1890436:date=Dec 16 2011, 07:04 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Dec 16 2011, 07:04 PM) <a href="index.php?act=findpost&pid=1890436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be hard to pick a specific weapon from a pile (i.e. at the armory or when lots of combat happens in one place).<!--QuoteEnd--></div><!--QuoteEEnd-->
I would say that the armory would be the worst place of the map, but if I'm guessing correctly (haven't had a chance to play yet as I have heard no laptop will play it yet) but at the armory it would be starting weapons as everyone is upgrading, why not just remove weapons within a 2 foot range of the armory for the field. just call it recycling or something