Why do aliens have to change weapons?
Hakujin
Join Date: 2003-05-09 Member: 16157Members, Constellation
Right now the system for changing weapons makes sense for marines (two hands, one weapon) but does NOT for aliens. This problem is compounded by the fact that aliens often have to use a greater number of weapons in any given engagement than marines. A simple change could make this task easy.
Right now, 4 buttons are used for weapons: mouse1, mouse2, mwheel_up, and mwheep_dn. (or substitute number keys for direct access). But mwheel_up/dn for aliens makes no sense, and would be much more efficient as direct weapon usage buttons. So my suggestion is simply this:
<b>Let us bind [any key] to the actual usage of alien weapons 3 and 4.</b>
So for example:
<u>Gorge</u>
Mouse1: spit
Mouse2: heal
Mwheel_up: drop hydra
Mwheel_dn: bile bomb
<u>Skulk</u>
Mouse1: bite
Mouse2: leap
Mwheel_up: parasite
Right now, 4 buttons are used for weapons: mouse1, mouse2, mwheel_up, and mwheep_dn. (or substitute number keys for direct access). But mwheel_up/dn for aliens makes no sense, and would be much more efficient as direct weapon usage buttons. So my suggestion is simply this:
<b>Let us bind [any key] to the actual usage of alien weapons 3 and 4.</b>
So for example:
<u>Gorge</u>
Mouse1: spit
Mouse2: heal
Mwheel_up: drop hydra
Mwheel_dn: bile bomb
<u>Skulk</u>
Mouse1: bite
Mouse2: leap
Mwheel_up: parasite
Comments
If 2 (mwheel_up) just shot the parasite, it would be alot more intuitive.
BTW you missed out 'cyst' for gorge.
That raises a good point -- at 5 weapons the gorge is a bit overloaded. You could just let cyst be bound to something else, but given how most people just use the healspray, I might just recommend limiting aliens to 4 weapons each and removing spit from the gorge.
Although bile bomb could be like a charge shot for spit.
They're more a detriment to me than any help, so I just use 1-4 to switch.
If you really want to simplify, though:
Skulk:
LMB: Bite
RMB: Parasite
Space: Leap (standard Jump is pretty useless)
Shift: Wall-walk (More precision)
Lerk:
LMB: Spike
RMB: Spore
Space: Jump/Fly
Shift: Glide
Fade:
LMB: Swipe
RMB: Stab
Space: Dash (whenever it's implemented)
Shift: Blink
Ctrl: Crouch
Gorge:
LMB: Bile-bomb (Remove Spit)
RMB: Heal-spray
Space: Belly Slide (Why is this fatty jumping at all!?)
Shift: Cyst?
Ctrl: Hyra?
Gorge is a challenge with all of those abilities... I can't really come up with any good, intuitive solution.
<b>I agree though that a lot could be done to put more of the attacks together into single weapon slots, so we don't have so many.</b>
<ul><li>Make shift the universal movement key: sprint, blink, leap(+jump button), slide, ect. </li><li>Bite and parasite are the same weapon slot, and rmb switches between the two 'modes' (similar to the pistol). </li><li>Hydra/cysts also moved to the same weapon slot, and with rmb switching between the two. </li><li>I like idea of BB simply being a charge up form of spit.</li><li>Double tap for the quick blink (already planned) but also for a mini-leap if it were to be implemented.</li></ul>
I would leave ctrl and space as they are. Players already strongly attribute these to crouch and jump respectively, and it would be really unintuitive to make them do totally different things depending on the lifeform.
I'd love to be able to bind all alien attacks to my mouse. You can keep the default to whatever you want but if you could make options such that they are
attack1
attack2
attack3
attack4
attack5
attack6
etc.
that would be awesome.
Right now, 4 buttons are used for weapons: mouse1, mouse2, mwheel_up, and mwheep_dn. (or substitute number keys for direct access). But mwheel_up/dn for aliens makes no sense, and would be much more efficient as direct weapon usage buttons. So my suggestion is simply this:
<b>Let us bind the mousewheel to the actual usage of alien weapons 3 and 4.</b>
So for example:
<u>Gorge</u>
Mouse1: spit
Mouse2: heal
Mwheel_up: drop hydra
Mwheel_dn: bile bomb
<u>Skulk</u>
Mouse1: bite
Mouse2: leap
Mwheel_up: parasite<!--QuoteEnd--></div><!--QuoteEEnd-->
I would love to give this a try!
1 thing I really hate is not being able to leap when I wish to use parasite. That would solve it!
Of course it's also possible you could cut buttons just by doing things a bit smarter, for example you could cut bile bomb by making it a charged form of spit, you could cut fade weapon2 by making it automatic if you are close behind a marine.
Not really, good for getting up on walls etc without wasting energy.
I would do it like this, keep the current weapon select system as default, but change it around a bit.
<u>skulk</u> (not 100% on the skulk, could be bite/parasite with leap as shift.)
(attack #) m1/m2
(1) bite/leap
(2) parasite/leap
<u>gorge</u>
(1) spit/heal
(2) building/building toggle
(3) bilebomb/heal
<u>fade</u>
(1) swipe/swipe2
(Shift) blink
no idea really about the lerk as its still going through changes.
These would just be the default mapping, but everything should be mappable to whatever key you want in options.
so a parasite could be mappable to scroll up if you want, as mentioned above. (I would)
I don't thing you should have to use the scroll as default as some players have a two button mouse or touchpads.
<!--quoteo(post=1860090:date=Jul 12 2011, 05:27 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jul 12 2011, 05:27 PM) <a href="index.php?act=findpost&pid=1860090"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->MX518<!--QuoteEnd--></div><!--QuoteEEnd-->
<3
<img src="http://imgur.com/JybyL.png" border="0" class="linked-image" />
weap 1: L/R = split/heal
weap 2: L/R = bilebomb/heal
with my way:
mouse 1 / mouse 2
place structure / toggle structure
you right click to cycle to the next building (atm it just toggles hydra or cyst, but we might get more in the future) and get the ghost structure.
then left click to place them.
if you want 1 building on 1 button I guess you can make it 1 click = ghost, the 2nd place it. or simply place it (but it will be hard to know it the cyst is connected then)
1'st click = 50% transparent ghost
2'nd click = place it
until you 2'nd click (you are in structure placement mode) you can change it:
- by simply pres another building ( it will change ghost to another structure - as 1'st click)
- or weapon key i.e. heal/split/bilebomb to use heal/weapon and ghost will be removed.
also keys of structures can be bindable, as example: "H" - hydra; "C" - cyst; ...