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Tomalicious
Team:
Main: Shavarath
Level: 2007 Class:
Berserker
Joined: Fri Dec 30, 2011 8:26 am Location: The Netherlands
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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
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Sat Jun 02, 2012 4:26 am |
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paxiprime
Member
Team:
Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: Modded Weaponry of Multifiring Classes
hot key weapons.
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Sat Jun 02, 2012 4:29 am |
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Antilzah
Team:
Main: Blizzara
Level: 2100 Class:
Engineer
Joined: Wed Dec 05, 2007 4:25 pm Location: Oulu, Finland
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Re: Modded Weaponry of Multifiring Classes
Check what shift+e does.
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Sat Jun 02, 2012 4:43 am |
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zhuang281
Team:
Main: Dark Phantom
Level: 2387 Class:
Berserker
Joined: Sat Dec 29, 2007 8:24 pm Location: In Phatnoms world
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Re: Modded Weaponry of Multifiring Classes
Shouldnt be condensed. Different mods are for different things, so need to be separated out.
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Sat Jun 02, 2012 7:19 am |
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Max235
Team:
Main: Max235
Level: 1821 Class:
Seer
Joined: Sat Jan 21, 2006 11:16 am
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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.
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Sat Jun 02, 2012 7:23 am |
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Arkainon
Team:
Main: Cpt Lunarion
Level: 1801 Class:
Engineer
Joined: Wed Dec 15, 2010 9:48 pm
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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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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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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).
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Sat Jun 02, 2012 10:26 am |
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Blue Dwarf
Content Dev
Team:
Main: Blue Dwarf
Level: 61 Class:
None
Joined: Fri Apr 29, 2011 5:39 pm
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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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Support
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Sat Jun 02, 2012 3:58 pm |
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Mail
Team:
Main: Time Warp
Level: 3162 Class:
Shield Monkey
Joined: Tue Sep 09, 2008 5:59 am Location: Australia
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Re: Modded Weaponry of Multifiring Classes
Like mods do stack though.
Timmeh
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~Oscar Wilde
andezrhode2a wrote: Timmeh is the exception to every rule. Battlecruiser23 wrote: /Timmeh! I mean /signed! sabre198 wrote: 1. Create C2 2. Time Warp quits 3. New players join 4. ... Profit?!?
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Sat Jun 02, 2012 6:20 pm |
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