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Team: Eminence Front
Main: Shavarath
Level: 2007
Class: Berserker

Joined: Fri Dec 30, 2011 8:26 am
Location: The Netherlands
Post Modded Weaponry of Multifiring Classes
Dear admins,

Could you please change the way modded weapons are displayed on Berserkers/gunners? When I have 5 modded MTR's equipped and I need to switch to another weapon its kind of annoying that I have to ''change weapons'' 5 times to actually change my weapon?

So, what im asking here is to compound modded weapons into a single ''set'' of weapons so instead of:

MTR*
MTR*
MTR*
MTR*
MTR*
Ion Peashooter x 5
Light Laser x 5

It becomes:

MTR* x 5
Ion Peashooter x 5
Light Laser x 5


Sat Jun 02, 2012 4:26 am
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Team: Heaven
Main: Paxx
Level: 2918
Class: Berserker

Joined: Mon Mar 14, 2011 4:44 pm
Location: Californication
Post Re: Modded Weaponry of Multifiring Classes
hot key weapons.

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Sat Jun 02, 2012 4:29 am
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Team: None
Main: Blizzara
Level: 2100
Class: Engineer

Joined: Wed Dec 05, 2007 4:25 pm
Location: Oulu, Finland
Post Re: Modded Weaponry of Multifiring Classes
Check what shift+e does.


Sat Jun 02, 2012 4:43 am
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Team: Strawberry Pancakes
Main: Dark Phantom
Level: 2387
Class: Berserker

Joined: Sat Dec 29, 2007 8:24 pm
Location: In Phatnoms world
Post Re: Modded Weaponry of Multifiring Classes
Shouldnt be condensed. Different mods are for different things, so need to be separated out.


Sat Jun 02, 2012 7:19 am
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Team: Dark Traders
Main: Max235
Level: 1821
Class: Seer

Joined: Sat Jan 21, 2006 11:16 am
Post Re: Modded Weaponry of Multifiring Classes
zhuang281 wrote:
Shouldnt be condensed. Different mods are for different things, so need to be separated out.


How about both?

Normally stay uncondensed, but the player is allowed to condense them if he/she wants to.


Sat Jun 02, 2012 7:23 am
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Team: The Forgotten Colonies
Main: Cpt Lunarion
Level: 1801
Class: Engineer

Joined: Wed Dec 15, 2010 9:48 pm
Post Re: Modded Weaponry of Multifiring Classes
Antilzah wrote:
Check what shift+e does.

Yeah that lets you go back up but what happens if you have several weps all x5 with different mods. What'd be nice is a similar command to shift-e where pressing button-e makes it only go to the first of each weapon. Or possibly add a checkbox or something.

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Sat Jun 02, 2012 8:27 am
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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Re: Modded Weaponry of Multifiring Classes
Arkainon wrote:
Antilzah wrote:
Check what shift+e does.

Yeah that lets you go back up but what happens if you have several weps all x5 with different mods. What'd be nice is a similar command to shift-e where pressing button-e makes it only go to the first of each weapon. Or possibly add a checkbox or something.


Again, hotkey the weapons with the mods you like. If you really don't enjoy having modded weapons perhaps you should sell all of yours through a player base (or sell them to me).

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Sat Jun 02, 2012 10:26 am
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Team: Admins
Main: Blue Dwarf
Level: 61
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Joined: Fri Apr 29, 2011 5:39 pm
Post Re: Modded Weaponry of Multifiring Classes
Weapons can have both local (only effects when that weapon is being used) and global (effects whether it's being used or not, like sleek) mods.

In short, it won't happen.

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Sat Jun 02, 2012 3:58 pm
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Team: Resident Evil
Main: Time Warp
Level: 3162
Class: Shield Monkey

Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Modded Weaponry of Multifiring Classes
Like mods do stack though.

Timmeh

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Sat Jun 02, 2012 6:20 pm
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