Why doesn't the welder overlap the standard build tool?
ns2isgood
Join Date: 2013-04-16 Member: 184847Members
What purpose does it serve to have the standard building tool and the welder when the welder is superior in every area?
I don't understand why the welder needs it's own slot when you buy it. Why doesn't it just replace the standard build tool when someone buys the welder? It would be a lot more convenient if I could pull out the welding tool when I hold E to build something. I often find myself forgetting I have a welder while holding E and using the standard repair tool to build stuff, then I remember I have the welder and fumble to pull it out and continue building. It would also be nice to hold E to weld/repair objects so it puts itself away and equips my weapon automatically when I'm done.
I don't understand why the welder needs it's own slot when you buy it. Why doesn't it just replace the standard build tool when someone buys the welder? It would be a lot more convenient if I could pull out the welding tool when I hold E to build something. I often find myself forgetting I have a welder while holding E and using the standard repair tool to build stuff, then I remember I have the welder and fumble to pull it out and continue building. It would also be nice to hold E to weld/repair objects so it puts itself away and equips my weapon automatically when I'm done.
Comments
It's pretty easy to hold E and D with the same finger.
And the axe stays as axe?
Would be nice, no need to drop welder anymore when axing harvesters.
Why even add in new binds? Just overlap the standard build tool when a welder is bought as it becomes redundant. If someone drops their welder, just have it revert back to the standard build tool.
I think "hold E to weld marine" would be a bit tedious.
As tedious as holding e to build building?
Buildings don't move.
Also MAC's will be asking if I want a coffee quite often.
It would give a free slot for an axe while having the welder, now you can't have both, kind of. Some people will defend rifle butt to death though, so yeah, fat chance on that.
Someone could at least make a bind script for such functionality, if it's at all possible with config files. Or a mod.
One word: Exo.
Okay you got me, but you can't weld in an Exo anyways, so it would still work.
Right click can suddenly be used for melee attack, building, and welding. Welding of course replacing the axe melee, maybe? It does do quite a bit of damage.
Can hold a: Main-gun/pistol/knife/welder/(nade?)
That was before strafe jump. That was in beta I believe. B221 to be exact.
What happens if I have a welder, and I want to weld the Armory,the Prototype lab or my Exosuit.
NO!
My use key is Return, my movement keys are the arrow keys. Building something while strafing is no problem that way.
Or welder becomes E and slot 3.... In effect your building welder gets buffed to be the same as your welder... Now you don't have to carry around 2...
Right click can be used dynamically also depending what your crosshair is on when you right click. It replaces your axe but you still carry a welder and build tool, how does that make sense? Might as well just make it replace both when buying it as it's clearly multi purpose (perhaps keep 3 as the button to switch to switchaxe, since it's still a viable option, and does more damage than the welder technically)
If you do not have a welder, right click and switch axe can be RMB depending if you're aiming at a structure or blank, similar to how it already switches back to your gun if you aim off a structure that's not completed.
The idea here is right click being a support button, left click being an attack button, similar to how you see on games like Left 4 dead 1/2 when holding a med pack.
If this is agreed upon and implemented, make it optional for people who prefer it being a support button, or for people who like rifle butting being right click instead of a key press.
That gorge lul.