Gun modes

Give us your feedback about PB2.5! Or have an idea? Post it here!

Gun modes

Postby darkstar 1 » 17 July 2016, 18:10

K, idk if somebody made a topic like this before... if yes, than I will lock it :p

So, in the map editor I would like to see an option by every gun which asks what mode you want the gun to be:

-Full automatic: Non stop firing when holding the mouse

-Semi automatic: Everytime you click you shoot one bullet
-Semi automatic (automatic firing): Same as the one above, but you don't have to click everytime, just hold the mouse and the firing speed will be decreased.

-Burst: When you hold the left mouse button, the gun will fire 3 rounds, after that you have to click again
-Burst (automatic firing): The gun will fire 3 rounds, waits a bit, and fire 3 rounds again without clicking everytime...

-Locked: Won't shoot
User avatar
darkstar 1
Proxy [700]
 
Posts: 712
Joined: 13 September 2014, 13:20
Location: Here... or there :|

Re: Gun modes

Postby Fixer21 » 17 July 2016, 21:31

Will make things easier...

1. Automatic
2. Manual
3. Locked
4. Semi-auto/manual
5. Damaged

Not sure about 5th one, but as it seems, would be cool to fix.
User avatar
Fixer21
Usurpation Soldier [50]
 
Posts: 88
Joined: 9 October 2013, 14:46

Re: Gun modes

Postby D4RKR34P3R » 21 July 2016, 18:03

Grenade launcher attachment
User avatar
D4RKR34P3R
Recruit
 
Posts: 12
Joined: 6 May 2016, 15:56

Re: Gun modes

Postby LazyRain » 23 July 2016, 11:06

I saw several topics about it, but I think it isn't necessary. In what situation it can be useful?
Fixer21 wrote:...
5. Damaged
...

Damaged...hmmm. For the damaged state it is necessary to return feature from PB:fttp where was possible to hit the opponent's weapon and to bring down his sight. Ok, the weapon will have something like HP, but then it should have self-repair. Imagine that your only weapon damage the 5th time in a row. You will fly to the Moon in one second. It is possible to make it as it was in PB:fttp or to make an E-mark. Or make E-marks for both.
User avatar
LazyRain
Civil Security Heavy [300]
 
Posts: 323
Joined: 27 January 2015, 08:57
Location: Sofa

Re: Gun modes

Postby KARL SERG » 23 July 2016, 11:55

I like the Idea for "damaged". The Gun would still fire, but it could jam and require the Character to resolve it, have irregular fire rate or very high spread.

It could have higher recoil as well, sending the Character wielding it a few meters back.
User avatar
KARL SERG
Civil Security Ghost [400]
 
Posts: 414
Joined: 17 July 2013, 12:01
Location: Romanian Oligarchic Republic

Re: Gun modes

Postby darkstar 1 » 23 July 2016, 17:42

LazyRain wrote:I saw several topics about it, but I think it isn't necessary. In what situation it can be useful?


When you don't want to run out of ammo too fast it can be usefull.
User avatar
darkstar 1
Proxy [700]
 
Posts: 712
Joined: 13 September 2014, 13:20
Location: Here... or there :|

Re: Gun modes

Postby IcYiGodZ » 23 July 2016, 21:28

KARL SERG wrote:I like the Idea for "damaged". The Gun would still fire, but it could jam and require the Character to resolve it, have irregular fire rate or very high spread.

It could have higher recoil as well, sending the Character wielding it a few meters back.


i think this is reminding me of durabily.
User avatar
IcYiGodZ
Cyber Grub [25]
 
Posts: 30
Joined: 17 February 2016, 14:06
Location: GodYMede

Re: Gun modes

Postby LazyRain » 23 July 2016, 21:43

darkstar 1 wrote:When you don't want to run out of ammo too fast it can be usefull.

But you can just click couple of times, instead of holding button. I understand this if you are afraid of missclick or a trigger causing firing from your weapon has turned on.
Also. As we don't use right mouse button, it can be used for mode switch or alternative shot.
User avatar
LazyRain
Civil Security Heavy [300]
 
Posts: 323
Joined: 27 January 2015, 08:57
Location: Sofa

Re: Gun modes

Postby Dandamage » 24 July 2016, 02:55

Looks like an useful feature considering the path Plazma Burst is taking, but I'm not sure if right clicks would work, since I don't remember any flash games that actually use that.
User avatar
Dandamage
Android T-01187 [200]
 
Posts: 234
Joined: 15 August 2015, 15:01
Location: dandamage

Re: Gun modes

Postby KARL SERG » 24 July 2016, 06:25

Dandamage wrote:Looks like an useful feature considering the path Plazma Burst is taking, but I'm not sure if right clicks would work, since I don't remember any flash games that actually use that.


Strike Force Heroes 3 gives one the Option to use the Right Mouse Button for various Operations such as Reloading, using the Killstreak or to swap Weapons.

I wouldn't really like having the RMB playing a Role, though.
User avatar
KARL SERG
Civil Security Ghost [400]
 
Posts: 414
Joined: 17 July 2013, 12:01
Location: Romanian Oligarchic Republic

Re: Gun modes

Postby LazyRain » 24 July 2016, 08:12

@ KARL SERG & Dandamage
Eric has told that we'll can change buttons configuration so everything is possible.
User avatar
LazyRain
Civil Security Heavy [300]
 
Posts: 323
Joined: 27 January 2015, 08:57
Location: Sofa

Re: Gun modes

Postby Duo maxwell » 21 August 2016, 10:02

Gun modes.

Automatic
Damage
Speed reloading
Slow reloading for rockets
Speed changes weapons
User avatar
Duo maxwell
Usurpation Soldier [50]
 
Posts: 63
Joined: 20 April 2016, 05:30
Location: Death star


Return to Feedback and Insights

Who is online

Users browsing this forum: No registered users



cron