1,2,3,4 and no more 5

BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
<div class="IPBDescription">Reorganizing marine inventory back to 4 keys.</div>While it was sort of necessary with the addition of hand nades, moving mines and nades to 5 was sort of annoying to me. Then ya got the welder, taking up a slot by itself and sometimes not even being used. I know, it's not a huge deal, but it's one of those things, ya know?

Basically, I'd like to see it figured out as to how reorganize back to the 4 keys.

So what we got right now:

Knife : Pistol : Primary Weapon : Welder : Mines,Grenade

My basic suggestion is as above (and I hope that it's considered), but my ideas on how to go about it are as follows.

Idea #1:
Welder replaces knife. I mean why not? Have it do the same damage, but when aimed at structures, it can repair them. Playing on a ff server, and got some lamer knifing the cc? Drop him a welder and put him to work! (That's humour, son.)

Idea #2:
Welder is an upgrade for pistol. I'm pretty sure I read something about the possibility of "alternate fire" being implemented. Having the pistol switch modes and weld might be a tad confusing for newbies though. "Point your gun at the heavy, and right click!" Bang bang bang NS2Player killed teammate with pistol. D'oh!

Idea #4:
There is no idea #4.

Comments

  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    #1 Welder did about same damage before (even more?) so they tuned it down to what it is today, no repair/offense multi weapons is wanted. Also it looks silly welding a alien then knifing.

    #2 so, after a upgrade everyone gets to spawn with a free gun-welder? That's way too cheap.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    Having 5 slots of weapons is standard. Look @ TFC, though there, you could exec different cfg's to get your button cfg's easier to handle per class, but you still had to remember what you had bound everything to (easy if you played a lot).

    The programmers could -easily- make each weapon bindable to its own key so that a player could bind 'v' to the welder, 'g' to nade and 'h' to mines--to potentially free up or re-arrange the button setups. Because right now, it only has 'weapon' categories...lol. Perhaps actually make each possible weapon...a bindable option =D. That'd just be swell, b/c that way, you could actually exec different user cfg's depending upon what role you're playing in the server/clan match/whatever. =D
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1635168:date=Jun 21 2007, 09:37 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Jun 21 2007, 09:37 PM) [snapback]1635168[/snapback]</div><div class='quotemain'><!--quotec-->#1 Welder did about same damage before (even more?) so they tuned it down to what it is today, no repair/offense multi weapons is wanted. Also it looks silly welding a alien then knifing
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    That may be true but knifing an alien looks silly to with the way the models and animations are set up with that crazy fast fire rate.

    *stabby stab stab*

    <!--quoteo(post=1635172:date=Jun 21 2007, 10:37 PM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Jun 21 2007, 10:37 PM) [snapback]1635172[/snapback]</div><div class='quotemain'><!--quotec-->Having 5 slots of weapons is standard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In Half-Life mods perhaps, many games have 2 or 3 selectables, some have 6. RPGs get crazy sometimes with even more.
  • Underpants_GnomeUnderpants_Gnome Join Date: 2007-06-22 Member: 61334Members
    instead of a knife there could be a button to hit with the butt of your gun...
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1635276:date=Jun 22 2007, 05:44 PM:name=Underpants_Gnome)--><div class='quotetop'>QUOTE(Underpants_Gnome @ Jun 22 2007, 05:44 PM) [snapback]1635276[/snapback]</div><div class='quotemain'><!--quotec-->instead of a knife there could be a button to hit with the butt of your gun...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This has been said before and I still like the idea. I sustain my yes vote.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--quoteo(post=1635172:date=Jun 21 2007, 09:37 PM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Jun 21 2007, 09:37 PM) [snapback]1635172[/snapback]</div><div class='quotemain'><!--quotec-->
    The programmers could -easily- make each weapon bindable to its own key so that a player could bind 'v' to the welder, 'g' to nade and 'h' to mines--to potentially free up or re-arrange the button setups. Because right now, it only has 'weapon' categories...lol. Perhaps actually make each possible weapon...a bindable option =D. That'd just be swell, b/c that way, you could actually exec different user cfg's depending upon what role you're playing in the server/clan match/whatever. =D
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm almost sure thats already possible. The only trick is you need to write the bind yourself, its not a stock bind that you can reach through the options menu. You'd need to write something like "bind x weapon_knife", "bind y weapon_pistol", "bind z weapon grenade_gun", because of course you expect to run around with grenade launchers all the time. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    That requires you to know the internal code name of each weapon, but if you watch the console log when someone gets killed with the weapon you want, the name shows up there so you can copy it.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    id actually like it the other way around... with 6 weapon slots. knife, pistol, main weapon, welder, mines, hand grenades all in their own button.

    also, knifing aliens is awesome so dont remove knife
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1635276:date=Jun 22 2007, 11:44 PM:name=Underpants_Gnome)--><div class='quotetop'>QUOTE(Underpants_Gnome @ Jun 22 2007, 11:44 PM) [snapback]1635276[/snapback]</div><div class='quotemain'><!--quotec-->
    instead of a knife there could be a button to hit with the butt of your gun...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yup and because butting an alien RT looks stupid, we can press the use key on an alien chamber and the marine will bring forth his trusty knife and start slicing.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    although slashing a res tower also doesn't make much sense - if you were to be efficient with the knife you would stab it in and try to rip out as much as possible to detach the res tower from the node
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1637144:date=Jul 2 2007, 11:33 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Jul 2 2007, 11:33 PM) [snapback]1637144[/snapback]</div><div class='quotemain'><!--quotec-->although slashing a res tower also doesn't make much sense - if you were to be efficient with the knife you would stab it in and try to rip out as much as possible to detach the res tower from the node
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    With nice ripping sound effects, something that is a cross between cutting through twine, mushrooms, and beef jerky I think would make the ideal medium, and use a serated combat knife.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    edited July 2007
    I liked replacing the pistol with the welder, i say the welder replaces the knife instead and does more damage than the knife, use it as a upgrade rather than a drop.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    <!--quoteo(post=1635172:date=Jun 22 2007, 03:37 AM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Jun 22 2007, 03:37 AM) [snapback]1635172[/snapback]</div><div class='quotemain'><!--quotec-->
    Having 5 slots of weapons is standard. Look @ TFC, though there, you could exec different cfg's to get your button cfg's easier to handle per class, but you still had to remember what you had bound everything to (easy if you played a lot).

    The programmers could -easily- make each weapon bindable to its own key so that a player could bind 'v' to the welder, 'g' to nade and 'h' to mines--to potentially free up or re-arrange the button setups. Because right now, it only has 'weapon' categories...lol. Perhaps actually make each possible weapon...a bindable option =D. That'd just be swell, b/c that way, you could actually exec different user cfg's depending upon what role you're playing in the server/clan match/whatever. =D
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    i'm pretty sure you can do that with a simple bind

    something like "bind v weapon_welder" etc

    if you want this added to the bindable options menu you can do this yourself. open up /ns/gfx/shell/kb_act.lst using notepad and add custom binds. if you really think it's a needed option go bug puzl and maybe he'll add it if ns gets another update.

    it's fine the way it is now though, imo; a tad annoying that whlst trying to rush a mine pack on a PG i sometimes grenade it instead, but much better than trying to grenade an alien and mining a team-mate's face instead
  • GaidanGaidan Join Date: 2006-10-31 Member: 58132Members
    If it isn’t broke don't break it. I see absolutely no reason what-so-ever to change or adapt the inventory system as is, he'll you can make your own system the way NS1 and source are created.

    I would like to ask that NS2 give the option for multiple key bindings, most source games only allow for one.
  • 1-800-CAL-SKILL1-800-CAL-SKILL Join Date: 2007-06-21 Member: 61326Members
    Having 5 weapon slots is perfectly fine (unless you have really short, stubby hands =\). Having 6 is really bad if you're using WASD keys because it takes too long to hit 6 and then put your finger back on D.
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