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Allow More Sophisitcated Chainfire


6 replies to this topic

Poll: Do you support the OP's Suggestion? (13 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. Yes (11 votes [84.62%])

    Percentage of vote: 84.62%

  2. No (1 votes [7.69%])

    Percentage of vote: 7.69%

  3. Abstain (1 votes [7.69%])

    Percentage of vote: 7.69%

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#1 Theevenger

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Posted 06 April 2013 - 08:23 PM

As it stands now, a weapon group can be either group fire or chain fire, but not a mix. If I have a machine gun or a tag, I would really like to include it in a weapon group, but I can't do that if it is a chainfire group.

This is what I suggest:

Instead of having an on/off toggle, have it be an on/off/chain toggle. When the weapon group is fired, every weapon that is set to "on" fires the whole time, and every weapon in the "chain" setting will alternate as usual. The backspace command could still turn chainfire on or off for the entire group, and the new 3-way toggle could then be used to fine tune it (or someone could just do it all with the 3-way if they weren't in a hurry).

Edited by Theevenger, 06 April 2013 - 08:25 PM.


#2 Telthalion

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Posted 06 April 2013 - 08:40 PM

More options are never bad, aside from a new player wrapping his head around the mechanics. I could see the benefits of this.

Though personally I'd be content with the return of link fire from older MW titles. (Like chain fire, but the group fires in pairs rather than individually.)

#3 Terror Teddy

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Posted 07 April 2013 - 12:09 AM

I had another poll about this where I suggested that the fire rate would be to split the cycle rate of the weapons with the amount of weapons in the group to give a continous stream of fire.

Quad ERPPC's would have 0,75 seconds between each shot and when the last one fires the first one has recycled.

Quad AC/2's would fire every 0,125 second after each other.

So instead of waiting for every gun to fire and cycle they fire a lot faster.

#4 blinkin

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Posted 07 April 2013 - 01:38 AM

also allow us to control the rate of the chainfire. so that it can be made to work properly with multiple AC2 or slowed down to work with my 4x ERPPC atlas build.

http://mwomercs.com/...__fromsearch__1

Edited by blinkin, 07 April 2013 - 01:41 AM.


#5 Firewuff

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Posted 07 April 2013 - 10:47 PM

jsut use multiple ket bindings. you have mouse 1 and 2, use left shift for tag or mg and space fo the others... thats the way i play, and it works well.

#6 blinkin

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Posted 07 April 2013 - 11:14 PM

View PostFirewuff, on 07 April 2013 - 10:47 PM, said:

jsut use multiple ket bindings. you have mouse 1 and 2, use left shift for tag or mg and space fo the others... thats the way i play, and it works well.

space is used for my jump jets and those are incredibly important for most of my mechs. we also have use of the number keys, and there are plenty of other work arounds, but the point is, if we are going to have this feature in game why not actually make it useful.

#7 Snowseth

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Posted 08 April 2013 - 10:42 AM

I would like to see something like your idea. Plus an added element of definable fire delays in addition to the Chain firing. Essentially change the setup to a be Macros instead of just Grouped or Chained firing.

So TIC 1 could be: AC5x2 at full ROF, no Chain + ERPPC at 3sec ROF, no Chain.
The AC5s firing as much as they can, and ERPCC fires every 3 seconds.

TIC 2 could be: ML at full ROF, Chain, 0s Chain Delay + ML at full ROF, Chain, 1.5s Chain Delay + ML at full ROF, Chain, 1.5s Chain Delay.
The 1st ML fires, the 2nd ML fires 0.5s after the 1st completes, the 3rd fires 0.5 after the 3rd completes, chain restarts.





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