Yeonne Greene, on 28 February 2017 - 12:24 AM, said:
Calling bull.
Using your logic, there are pretty much zero game mechanics that aren't "bad." You can even macro your movement, if you are so inclined. However, some of us take enjoyment out of actually playing the game manually because, you know, that's kind of the point. I care about my score, but not so much that I'm going to basically program myself out of the game by orchestrating a whole bunch of virtual crutches, aids, and workarounds. I can manage my Gauss rifles and such manually quite well, thank you very much. Anybody who thinks the mechanic is complicated or frustrating and doesn't have a medical condition to back it up is simply inept.
I swear to Hades, everybody on these forums has an aversion to any form of fire mode that doesn't result in an instant blast of damage even though the variations like charge, spin-up, and volley are age-old classics that have proliferated throughout video-games since forever. Point-and-click adventure games indeed.
you must have gotten so offended you didnt get to the part on the second line that said "grossly impractical". my experimentation was purely academic and not intended for use in game. macros are more harmful than helpful. the only macro i use is the one that lets me cycle vision modes with one button instead of 2, to save space on my throttle (20 buttons is not enough). games are the only place where these 'classic' mechanics are acceptable. but you have to admit that pgi has done some terrible mechanics, uac for example, is that the best they could do? gauss charge is tolerable and hard to break with macro (i dont think a non-programmer could come up with that kind of macro). i could deal with spinup even though it doesn't make any sense why a gatling gun in the 3050s would desync the belt from the rotor (thats probibly why the uac jams more than a certain french ww1 machine gun).
you probibly arent going to read in this far but i might as well tell how. in my particular case i actually did it with an arduino, my macro was actually written in c++ with access to microsecond precise timings. this doesn't mean much because the game likely polls the keyboard only 60 times a second or with the frame rate/physics frame or whatever interval the game uses for input. so timings less than 1/60 are irrelevant. it took a lot of trial and error to find the timing info needed to pull it off.
it essentially cycled the gauss with a square wave a little longer than the max charge hold duration. this would cause the weapon to charge, hold, and time out, then after a short reset interval do it again. with a big red fire button on one of the gpios, i could interrupt that wave while it is high and force it to go low for one cooldown cycle. i pretty much did a logical and operation with the wave form and the inverted button state (down = 0, up = 1). when this value changed id pass it as a key stroke with the usb hid class device. this only results in a fire if the gun was charged. to make it so you can always fire you just alternate 2 wave forms mapped to different number keys, sticking the gauss rifles in the corresponding groups. one gun is always hot, and the other one is charging. you can always instantly fire one of the gauss rifles
any sane person would manage the charging themselves and fire both gauss at once. because face time is expensive. hell half the macros are rule of cool macros and macros for people with ocds that have to have their ac2s fire at precisely timed intervals. the end result is you need more face time and get dead faster. it does look totally awesome though.
Edited by LordNothing, 28 February 2017 - 01:25 AM.