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Author Topic: Fix Alternating Weapon Mode.  (Read 5673 times)

Gwyvern

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Fix Alternating Weapon Mode.
« on: October 10, 2018, 07:59:09 PM »

This firing mode is basically un-usable by the player in a good 80% of cases by the fact that it includes weapons that cannot currently aim in the sequence, meaning you must either stay hyper-focused on keeping *all* included weapons within arc, or accept that you will be wasting flux firing into space a good chunk of the time.

So can it be fixed to where it can add or remove weapons to the firing sequence as the aiming reticle moves in or out of the individual arcs? There are quite a few weapons I'd like to use in alternating mode if it wasn't such a pain.
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MesoTroniK

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Re: Fix Alternating Weapon Mode.
« Reply #1 on: October 10, 2018, 08:06:13 PM »

It certainly would be very appreciated if an alternating weapon group worked like linked does in the regard of only firing when it actually should. This has been a problem since... Forever? I am kind of surprised I never thought to ask for a fix.

Midnight Kitsune

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Re: Fix Alternating Weapon Mode.
« Reply #2 on: October 10, 2018, 10:25:14 PM »

I'd also like to ask, if possible, that the arcs for that weapon group stay lit or at least somewhat visible
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Gothars

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Re: Fix Alternating Weapon Mode.
« Reply #3 on: October 10, 2018, 11:46:31 PM »

The proposed solution doesn't work for weapons on hardpoints and tracked missiles. Those are wepons you want to fire not by aiming with the tageting reticle, but with the whole hull.
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Gwyvern

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Re: Fix Alternating Weapon Mode.
« Reply #4 on: October 11, 2018, 01:29:08 AM »

The proposed solution doesn't work for weapons on hardpoints and tracked missiles. Those are wepons you want to fire not by aiming with the tageting reticle, but with the whole hull.

Linked mode already has a solution for this, whatever it may be.
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Gothars

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Re: Fix Alternating Weapon Mode.
« Reply #5 on: October 11, 2018, 02:07:10 AM »

The proposed solution doesn't work for weapons on hardpoints and tracked missiles. Those are wepons you want to fire not by aiming with the tageting reticle, but with the whole hull.

Linked mode already has a solution for this, whatever it may be.

Not really? Alternating mode allows you to have mutiple different missile types in one weapon group without firing them all at once. It also allows you consecutive fire, e.g. with mutiple AM blasters, where simultaneous fire would overload your system.
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Gwyvern

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Re: Fix Alternating Weapon Mode.
« Reply #6 on: October 11, 2018, 02:17:21 AM »

The proposed solution doesn't work for weapons on hardpoints and tracked missiles. Those are wepons you want to fire not by aiming with the tageting reticle, but with the whole hull.

Linked mode already has a solution for this, whatever it may be.

Not really? Alternating mode allows you to have mutiple different missile types in one weapon group without firing them all at once. It also allows you consecutive fire, e.g. with mutiple AM blasters, where simultaneous fire would overload your system.

Your comment was about how hardpoints need to be aimed using the whole hull, which would cause issues if it only took aiming arcs into account. Linked weapon mode already has a solution for this as it will fire hardpoints even if the aiming reticle is not inside the arc.

What you are describing is already what alternating weapon mode does... alternates between several weapons in a group, and I'm not sure why you brought it up?

The problem with alternating right now is that if using a set of turreted weapons on alternating mode, it will cycle through all of them, even ones that cant rotate to face what is being aimed at, which means if you say...wanted to use AM blasters on turrets with differing arcs, you run the risk of wasting ammo and flux firing into space.
« Last Edit: October 11, 2018, 02:19:58 AM by Gwyvern »
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Gothars

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Re: Fix Alternating Weapon Mode.
« Reply #7 on: October 11, 2018, 02:31:45 AM »

Linked weapon mode already has a solution for this as it will fire hardpoints even if the aiming reticle is not inside the arc.

What you are describing is already what alternating weapon mode does... alternates between several weapons in a group, and I'm not sure why you brought it up?

I brought it up because some weapon laodouts need both properties, firing while not aimed, and alternating. The proposed idea would make that combination unavailable.


The problem with alternating right now is that if using a set of turreted weapons on alternating mode, it will cycle through all of them, even ones that cant rotate to face what is being aimed at, which means if you say...wanted to use AM blasters on turrets with differing arcs, you run the risk of wasting ammo and flux firing into space.

Yes, but in practice, that problem is rarer than the (potential) one I mentioned would be. Of course a third weapon mode could be introduced (aimed/alternating), but I'm not sure the added complexity would be worth it.
« Last Edit: October 11, 2018, 02:37:45 AM by Gothars »
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Gwyvern

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Re: Fix Alternating Weapon Mode.
« Reply #8 on: October 11, 2018, 02:34:58 AM »

Linked weapon mode already has a solution for this as it will fire hardpoints even if the aiming reticle is not inside the arc.

What you are describing is already what alternating weapon mode does... alternates between several weapons in a group, and I'm not sure why you brought it up?

I brought it up because some weapon laodouts need both properties, firing while not aimed, and alternating. The proposed idea would make that combination unavailable.

The problem with alternating right now is that if using a set of turreted weapons on alternating mode, it will cycle through all of them, even ones that cant rotate to face what is being aimed at, which means if you say...wanted to use AM blasters on turrets with differing arcs, you run the risk of wasting ammo and flux firing into space.

Yes, but in practice, that problem is rarer than the (potential) one I mentioned would be. Of course a third weapon mode could be introduced (aimed/alternating), but I'm not sure the added complexity would be worth it.

This is a point, though I find myself wishing I could stagger my turrets frequently, and on the flip side, have never set a missile to alternating, though I will admit this likely has something to do with my aversion to drastic missile usage all together.
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Gothars

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Re: Fix Alternating Weapon Mode.
« Reply #9 on: October 11, 2018, 02:44:19 AM »

Uhm, what exactly would be the use of having staggered fire on turrets? Besides the cool looks, of course. The only thing I can think of is potentially slightly better aim.


Another issue would be that reticle dependent firing would need some tolerance, since a fast moving target often has to be outside the arc to be actually hit. Imagine you have the perfect shot lined up, but then your weapon doesn't fire because it doesn't know you would hit. In return, that would again lead to your turrets firing when you don't want them to, if a slow moving target is just outside a firing arc.
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MesoTroniK

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Re: Fix Alternating Weapon Mode.
« Reply #10 on: October 11, 2018, 02:44:57 AM »

Uhm, what exactly would be the use of having staggered fire on turrets? Besides the cool looks, of course. The only thing I can think of is potentially slightly better aim.

Better for very flux hungry weapons, and also to prevent overkill.

TaLaR

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Re: Fix Alternating Weapon Mode.
« Reply #11 on: October 11, 2018, 03:45:13 AM »

Uhm, what exactly would be the use of having staggered fire on turrets? Besides the cool looks, of course. The only thing I can think of is potentially slightly better aim.

There is a very good reason for staggered fire. For example you have 2 Needlers + 1 Maulers.
If Needlers fire in sync they are much easier to armor tank or avoid with skimmer-like systems.

Currently to get staggered autofire you have to manually fire first cycle as alternating, then let the group autofire - super inconvenient.
Of course better practical solution, especially in mods, is just to pack different(timing) but similar(range, type) weapons that can't sync at all.
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mehgamer

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Re: Fix Alternating Weapon Mode.
« Reply #12 on: October 11, 2018, 03:47:58 AM »

Honestly I'd like an expansion of firing modes in general, though this is a fairly low-level request to the game.  Like having an alternating firing mode where you set the order of fire manually, so instead of firing 1-2-3-4 you fire 1+2, then 3+4, then back to 1+2.  I could probably make a whole new thread for this...
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Deshara

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Re: Fix Alternating Weapon Mode.
« Reply #13 on: October 11, 2018, 03:58:54 PM »

The proposed solution doesn't work for weapons on hardpoints and tracked missiles. Those are wepons you want to fire not by aiming with the tageting reticle, but with the whole hull.

hard points only could if the cursor is within 15 degrees of the arc, turrets if within 0, tracked missiles fire regardless, all else is ignored.
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Wyvern

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Re: Fix Alternating Weapon Mode.
« Reply #14 on: October 11, 2018, 04:03:57 PM »

It would be nice to have this as a third mode - but, as noted, it fails for hardpoint weapons and guided missiles, so it certainly shouldn't replace the existing alternating mode.  And no, you can't just go "Well, just make sure your mouse is in front of the ship" for hardpoints, because some ships have omni shields, or ship systems that require a locational input.
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