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Is chain fire in the game?


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#21 Doomliger

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Posted 29 June 2012 - 04:16 PM

View PostPhasics, on 29 June 2012 - 04:01 PM, said:

well there are 6 weapons groups

grab yourself a razer naga mouse and just assign 1 weapon per group and have fine control over what weapons are firing :D


also many flight sticks have many many buttons for that too

#22 Reoh

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Posted 03 July 2012 - 09:47 AM

I don't know if chain fire would work with the current implementation of damage-over-time LASERs. Perhaps if you could leave fire held down and toggle to the next it would fire the new while maintaining the old.

#23 William Petersen

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Posted 03 July 2012 - 10:16 AM

View PostReoh, on 03 July 2012 - 09:47 AM, said:

I don't know if chain fire would work with the current implementation of damage-over-time LASERs. Perhaps if you could leave fire held down and toggle to the next it would fire the new while maintaining the old.


You are assuming that you need to keep the trigger depressed for the duration of their firing which may or may not be accurate.

#24 Fire and Salt

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Posted 03 July 2012 - 10:31 AM

Chaining damage over time lasers could also be used to hunt for the damaged panel on a mech that is almost dead....


Definitely useful in some cases.

#25 Schtirlitz

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Posted 03 July 2012 - 11:16 AM

Yeah, and for now we'll have to think ahead and set overheating weapons to separate groups.

#26 Reoh

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Posted 03 July 2012 - 12:55 PM

View PostWilliam Petersen, on 03 July 2012 - 10:16 AM, said:


You are assuming that you need to keep the trigger depressed for the duration of their firing which may or may not be accurate.


Welcome to the forums, assumptions are about all we can do while we wait impatiently for that golden ticket. =D

(Yes, you're right I did).

#27 Draelren

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Posted 03 July 2012 - 01:09 PM

View PostDerek Icelord, on 29 June 2012 - 03:30 PM, said:

Given that this is not an MMO


Maybe I'm wrong here, but how is it not an MMO? It has masses of people playing multiplayer online, in a constantly forming meta-game.

Its the exact definition of an MMO...?

#28 Regina Redshift

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Posted 03 July 2012 - 01:20 PM

I need to figure out a macro where you can cycle 4 lasers and always have two of them firing. Nothing so simple as firing lasers 1 and 2, then switching to 3 and 4. No, no. I'd want 1, then 1 and 2, then 2 and 3, then 3 and 4, then 4 and 1 (and so on). Why? Because it'd look really cool.

#29 Reoh

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Posted 03 July 2012 - 01:29 PM

View PostDraelren, on 03 July 2012 - 01:09 PM, said:


Maybe I'm wrong here, but how is it not an MMO? It has masses of people playing multiplayer online, in a constantly forming meta-game.

Its the exact definition of an MMO...?


The classic use of MMO related to games with large persistant RPG worlds you can walk around and explore. In modern times its practically become any game with internet pvp. While MWO has persistant world captures, it hasn't commented on any persistant world mechanics in the exploration sense.

#30 Draelren

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Posted 03 July 2012 - 01:53 PM

Well the typical MMO is an MMORPG, not all MMO's have to be RPG play style however...

#31 TheOneGunslinger

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Posted 03 July 2012 - 02:18 PM

Well even the RPG of MMoRPG is partly in MWO because you level both mech and your pilot to unlock skills and upgrades.

#32 Deeztar

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Posted 05 July 2012 - 04:09 AM

For ballistic weapons i find that chain fire more effective than grouped. If had 4 PPC or 2 U-AC/5 to hit fast movement target with chain fire mod easier. Same for 4x SRM2-6 weapon.
Will we see chain fire mod in new patch?
Or developers made them letter.





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