Why do aliens have to change weapons?

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Comments

  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I too would like less "weapon-switching" as an alien.

    Not sure I like the idea of default binds relying on mousewheels and the like.

    How about having the weapon binds for players directly activating abilities instead of switching to them? Eg press 1 as a lerk to emit a spore trail for the next 5 seconds. Press it as a skulk to parasite your current target, etc. Would work better if these were short cooldown abilities or something.
  • Rico5559Rico5559 Join Date: 2011-07-10 Member: 109548Members
    Either way this goes someone is going to get pissy. I still vote for a simple key binding ability and/or a control customization page for people who might not have played games long enough/thorough enough to understand console bind commands. I mean honestly this whole thread is solved with that simple addition, and whether you have a 12 button mouse or a 2 button mouse you can set your gameplay how you like it, or just use the defaults if you're used to it.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1860332:date=Jul 13 2011, 11:08 AM:name=Rico5559)--><div class='quotetop'>QUOTE (Rico5559 @ Jul 13 2011, 11:08 AM) <a href="index.php?act=findpost&pid=1860332"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I mean honestly this whole thread is solved with that simple addition, and whether you have a 12 button mouse or a 2 button mouse you can set your gameplay how you like it, or just use the defaults if you're used to it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is true, but it doesn't change the fact that the default binds are crap. why cant we leap while having parasite selected, or heal while having bilebomb? the rmb dosnt do anything for those. (they may plan on adding additional alt attacks though, but I don't see what the alt for parasite would be.)
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited July 2011
    <!--quoteo(post=1860325:date=Jul 13 2011, 11:57 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ Jul 13 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1860325"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about having the weapon binds for players directly activating abilities instead of switching to them? Eg press 1 as a lerk to emit a spore trail for the next 5 seconds. Press it as a skulk to parasite your current target, etc. Would work better if these were short cooldown abilities or something.<!--QuoteEnd--></div><!--QuoteEEnd-->
    To some abilities this may work, but in general it's easier to both aim and activate abilities through mouse. Having both the trigger and targetting system controlled by the same hand gives you better coordination, I think.

    So, for some spore trail it would probably work as it doesn't require aiming, but for aiming dependant parasite not so much. Of course having the ability to bind activation anywhere is good, but I don't think it's something you want as a default setting, not at least for all abilities.

    ---

    In general I'm so used to NS1 weapon switching madness that I'd like to have an option to use it, no matter what the more accessible schemes look like.

    The only thing I'd like to avoid is giving people an accessible, but inflexible control scheme as default. I don't want anyone to be forced to reconfigure and relearn key layouts just to pull off some more advanced trickery.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Hmm, good ideas by OP and KuBaN. The important thing is being able to switch (or preferably, use) different weapons mid-combat. Unfortunately, not everyone has better than a standard mouse (the standard mouse in 2011 being, probably, two buttons and a single scrollwheel). And I generally don't find the mousewheel good for gameplay input.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    <!--quoteo(post=1860342:date=Jul 13 2011, 04:37 AM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Jul 13 2011, 04:37 AM) <a href="index.php?act=findpost&pid=1860342"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is true, but it doesn't change the fact that the default binds are crap. why cant we leap while having parasite selected, or heal while having bilebomb? the rmb dosnt do anything for those. (they may plan on adding additional alt attacks though, but I don't see what the alt for parasite would be.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    If parasite's alt-fire were also leap, would that solve some of the problem there?

    For most alien life forms, there's a pretty clear ability that ought to be available basically all the time. Lerk flight has it nailed down (it's on Space, not an attack), but if the secondary fire on ALL attack modes for the gorge did a healspray, and secondary fire on ALL attack modes for the Skulk did a leap...

    I do like the idea of having some of the abilities be "triggerables" rather than having to switch weapons. If they were bindable as such, I'd likely use my C/V/B keys for them (easily reachable with the thumb), as my mouse is a two button+wheel job. We'd need to have it so you could have seperate marine and alien bind sets, though (or the ability to bind both marine and alien specific abilities to the same key, so they change over when you change species), because I'd want to use those keys for something else as a marine.
  • rushmonkeyrushmonkey Join Date: 2009-04-17 Member: 67215Members
    +1 for complete binding options to each species of alien and marine, but i would have thought this was something planned down the road anyway, if not please do add before release :> (definitely not a priority though, unless its super easy to implement)
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1860600:date=Jul 14 2011, 12:03 PM:name=Shrike3O)--><div class='quotetop'>QUOTE (Shrike3O @ Jul 14 2011, 12:03 PM) <a href="index.php?act=findpost&pid=1860600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If parasite's alt-fire were also leap, would that solve some of the problem there?<!--QuoteEnd--></div><!--QuoteEEnd-->
    that would solve some of the skulk issues, and would be great as default.
    (that's why my suggestion includes this, as well as heal spray on m2 for gorge)
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