Combat Logic (Hotbar Keybinding, Faster Clocks, Click-And-Hold Button)

    Winterhome

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    We have the Inner Ship Remote already. Let's take it a step further.

    Plenty of ships have really, really awesome, complex rigging with their rail mechanics and such, so we should expand the possibilities for using the machines we have.

    I want to see the ability to bind keys on the keyboard to individual hotbar slots. If I want to rebind Shift+W to my Push Engine Toggle and Shift+S to my Pull Engine Toggle, and Shift+E to my Antigravity Stop Effect, why shouldn't I be able to?

    While we're at it, let's get a click-and-hold button that sends a positive signal only for as long as the button is held down, along with a significantly faster clock option - either that, or make weapons computers hold down the fire key as long as they have a positive pulse, allowing for things like, say, X-Wings to have reasonable and intuitive weapon logic.
     

    CyberTao

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    I agree with the hotkeying, I think that would be glorious for the more complicated creations. The rest of it is... something to consider. The reason we have the clock speed we have now is so that everything can update without lagging everything to shit. Also not sure why you would need click-and-hold functionality, can you give an example for that?

    I agree with the weapons firing with a constant ON, after rapid fire cannons get nerfed a little in some way. They are a little broken balance wise imho, and are the only weapon that do not work with the half-second pulse that clocks can do.
     

    Winterhome

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    I agree with the hotkeying, I think that would be glorious for the more complicated creations. The rest of it is... something to consider. The reason we have the clock speed we have now is so that everything can update without lagging everything to shit. Also not sure why you would need click-and-hold functionality, can you give an example for that?

    I agree with the weapons firing with a constant ON, after rapid fire cannons get nerfed a little in some way. They are a little broken balance wise imho, and are the only weapon that do not work with the half-second pulse that clocks can do.
    Click-And-Hold so that one may fire weapons in a natural and intuitive way when they're mounted in rail docked items, as opposed to click to toggle, or click once for every shot, or if the pilot wishes to use some sort of rotating object as a "weapon", and so on.
     

    CyberTao

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    Click-And-Hold so that one may fire weapons in a natural and intuitive way when they're mounted in rail docked items, as opposed to click to toggle, or click once for every shot, or if the pilot wishes to use some sort of rotating object as a "weapon", and so on.
    Fair enough, I can support that, but only after a Rapid weapon nerf of some kind. I don't think I really need to explain why.
     

    Winterhome

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    Fair enough, I can support that, but only after a Rapid weapon nerf of some kind. I don't think I really need to explain why.
    I'm not really sure why rapid weapons would need to be nerfed, but that's a subject for a different thread. If anything, the other systems are in drastic need of a buff.
     

    jorgekorke

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    I agree with the weapons firing with a constant ON, after rapid fire cannons get nerfed a little in some way. They are a little broken balance wise imho, and are the only weapon that do not work with the half-second pulse that clocks can do.
    I disagree with the need of a nerf. Alpha-weapons are considerably more effective then rapid-fire.
     

    CyberTao

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    I disagree with the need of a nerf. Alpha-weapons are considerably more effective then rapid-fire.
    Obviously you never needed to break blocks. Punch and Pierce was softcapped by default, making rapids the superior hull buster beyond any comparison.
     

    jorgekorke

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    Obviously you never needed to break blocks. Punch and Pierce was softcapped by default, making rapids the superior hull buster beyond any comparison.
    I don't see that much of a issue. Once the HP update comes with general armor rating, they won't be as much as good.
     

    CyberTao

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    I don't see that much of a issue. Once the HP update comes with general armor rating, they won't be as much as good.
    Actually you are wrong there. HP update will depend on Hull being removed, it actually incentives uses them.

    The armour will get rid of weak/small scale rapid waffles, but the effect on Capital-ship housed Rapid fire weapons would be the same as high alpha. The armour affects the DPS overall, 50% of 30 shots and 50% of 1 shot is still the same amount of damage reduced, because damage is linear like that.
     
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    If the HP system is going to be based on percent of blocks lost then explosive and punch through need a pretty thorough reworking. Personally I would keep the Punch through soft cap for rapid, removing it for every other combo, and buff explosive in some fashion. Nerfing rapid from its current form would severely impact fighter to fighter combat, since currently rapid weapons are the only real alternative to lock on missiles.