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[FAQ
Forum Index » » Developer Feedback » » Alternate Fire modes
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 Author Alternate Fire modes
Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-08-03 16:53   
Currently if you hold down the shift key and activate a weapon it will detonate/cancel shots fired, which means that there is some precedent for holding keys to make gadgets behave differently then they otherwise would. This could add a very interesting dynamic to the game where weapons gadgets and what have you would have alternate functions that could be accessed by holding down specific keys while activating the gadget.

for example the alternate fire for K'Luth elf beams (which currently just tickle) would take your energy and throw it back at the enemy to charge their batteries and deal emp/gadget damage.

Feel free to come up with your own ideas and let everyone know
[ This Message was edited by: Scorched Soul[+R] on 2011-08-03 16:54 ]
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jimjimjaroo
Grand Admiral

Joined: March 06, 2009
Posts: 308
From: Michigan, USA
Posted: 2011-08-03 17:13   
partical cannons could stick to your armor until you choose to detonate them(this can work with railguns/gauss cannons and possibly plasma cannons)
[ This Message was edited by: jimjim578 on 2011-08-03 17:15 ]
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-08-03 19:47   
overcharging lazers:

same damage, but faster... and an additional cooldown ( be gone you mighty and fast scout)
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Icarus II
Grand Admiral

Joined: December 23, 2008
Posts: 55
From: florida
Posted: 2011-08-03 20:17   
Kamikaze fighters.. lol
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2011-08-03 20:49   
Lasers already engage as Point Defence, whereas Fighters return to their launcher. Only cannons don't have a secondary function beside blowing the hell out of the enemy, and what more could you really want?
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-08-03 22:07   
I want options, and I ask you the people "who doesn't?" who out there is going to stand up and tell me with a straight if only mildly crooked face "I wouldnt enjoy new content coupled with more options to create a more diverse play style."

[ This Message was edited by: Scorched Soul[+R] on 2011-08-03 22:10 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2011-08-03 22:12   
I wouldn't enjoy new content that'd change the amount of options in the game. I am perfectly happy with the current options, those of being "kill it with gunfire" or "kill it with MORE gunfire".
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-03 22:36   
I dunno about anyone else, but as a mostly ICC player I already need 3 hands to manage everything that's there now, adding more options would just make it needlessly complex.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-08-03 23:05   
Nice idea, don't think it'll work though, for various reasons.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-04 00:55   

One idea is a single-shot/volley selector (much like an assault rifle's semi/burst or auto selector) for cannons with volley capabilities.

In single fire mode, there'd be either no weapon recharge delay, or at least a very short one. And volley mode would be what u have now.

This will give a choice on how u would like to engage an enemy with your guns. If you're the trigger happy kind, u could ripple your number keys in single-shot mode till your thumb or key falls off.

Single fire mode also works for spacing or spreading your shots out at that ship that's dodging you 500 Gus away. Could also be used to spread your shots out while looking for cloaked ships.



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The_Enforcer (The Vindicator)
Fleet Admiral

Joined: March 05, 2010
Posts: 163
From: another dimension
Posted: 2011-08-04 01:44   
Why cant our guns be full automatic?
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jimjimjaroo
Grand Admiral

Joined: March 06, 2009
Posts: 308
From: Michigan, USA
Posted: 2011-08-04 07:11   
Quote:

On 2011-08-04 01:44, The_Enforcer (the Dreadful) wrote:
Why cant our guns be full automatic?



that might work. lower the damage just enough so it doesnt epicly drain the energy.
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-08-04 12:39   
Kind of heart breaking to hear that it wont work but that I guess is the way the cookie crumbles.

Quote:

On 2011-08-03 22:12, Gesellschaft wrote:
I wouldn't enjoy new content that'd change the amount of options in the game. I am perfectly happy with the current options, those of being "kill it with gunfire" or "kill it with MORE gunfire".



What if gun fire just wont do it? what if that destroyer is dodging every thing? what if you need to use beams to turn that scout into a blob of molten slag? what if you are running out of energy? what if they are about to get out of you effective range and you need more fire power right now at the cost of more energy?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-04 20:55   

Too bad there's no option to combine all your Assault Ruptors or HCLs into a single badass long-range beam.

Not that it does signficantly more damage. Let's say 4 heavy beams converge into a single large beam that does twice the damage of one heavy beam but has 3 times the range.

Yeah yeah, so it's so Yamato Cannon that's it's cheesy.
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Panduh
Grand Admiral
Pitch Black


Joined: June 03, 2007
Posts: 250
Posted: 2011-08-04 23:29   

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