[Suggestion] Individual autofire buttons for guns
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Doom Lich
- Posts: 26
- Joined: Fri Sep 21, 2012 6:58 pm
Re: [Suggestion] Individual autofire buttons for guns
You can very easily detarget a weapon even if autofire is activated. Just click the weapon and then left click on empty space.
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Lurkily
- Posts: 15
- Joined: Fri Sep 21, 2012 4:14 am
Re: [Suggestion] Individual autofire buttons for guns
Not really, unless I'm missing something. You have to constantly babysit the manually handled weapon, firing it on command, and then untargeting it. It's a workaround, but the UI definitely could be streamlined.Gorlom wrote:You can already do that. You don't need a (3-4) new button for that.Lurkily wrote:I +1 this idea. Especially with mixed varying cooldowns, I've often wanted autofire to continue with weapons whose cooldowns match, while I could manually handle weapons with much longer cooldowns.
It's not exactly necessary to streamline things like this, depending on your definition of necessary, but I think it would help enough to justify the effort in coding it. (Based on the behavior I see from the engine - every aspect of this is already done in some way by the engine.)
EDIT: Keep in mind, adding buttons (Your main objections?) is not the only way to give the player options.
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Starbug
- Posts: 26
- Joined: Thu Sep 20, 2012 11:05 am
Re: [Suggestion] Individual autofire buttons for guns
A lot of these problems would be solved if, maybe, it was just mentioned in the tutorial how to untarget weapons so that they still charge, but don't auto-fire.
I've seen loads of these threads but I figured out fairly early on how to autofire individual weapons (though I admit it is a bit awkward to do).
It is a feature of the game, I guess they could do with just making it a bit more obvious.
Edit: The checkboxes idea seems good, so long as its explained in the tutorial what it does.
I've seen loads of these threads but I figured out fairly early on how to autofire individual weapons (though I admit it is a bit awkward to do).
It is a feature of the game, I guess they could do with just making it a bit more obvious.
Edit: The checkboxes idea seems good, so long as its explained in the tutorial what it does.
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Lurkily
- Posts: 15
- Joined: Fri Sep 21, 2012 4:14 am
Re: [Suggestion] Individual autofire buttons for guns
The UI is a nonissue. It could be done as simply as setting an individual weapon to autofire if you double-click it before setting your target - highlight the weapon text and box in the autofire color to signify this.
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klingon13524
- Posts: 3
- Joined: Thu Sep 27, 2012 1:23 am
Re: [Suggestion] Individual autofire buttons for guns
It's actually a smart system, but no system can't be improved.
plz ad devs xoxo fanbas!!
plz ad devs xoxo fanbas!!
Never trust a slug.
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splette
- Posts: 75
- Joined: Sun Sep 23, 2012 12:37 am
Re: [Suggestion] Individual autofire buttons for guns
Yes, that would be a great solution (and make the autofire button obsolete).Lurkily wrote:The UI is a nonissue. It could be done as simply as setting an individual weapon to autofire if you double-click it before setting your target - highlight the weapon text and box in the autofire color to signify this.
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Vost
- Posts: 16
- Joined: Tue Sep 18, 2012 6:03 am
Re: [Suggestion] Individual autofire buttons for guns
Well, to bring it up again, I still think the idea of a "volley" box next to the autofire button would work really well in conjunction with the check boxes (which I thought worked quite seamlessly in that UI mockup).
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splette
- Posts: 75
- Joined: Sun Sep 23, 2012 12:37 am
Re: [Suggestion] Individual autofire buttons for guns
I hope Justin and Mathew read this post and consider our ideas.
Would be nice to hear some feedback from them, what they think about it...
Would be nice to hear some feedback from them, what they think about it...