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Load-out saving change

PostPosted: Mon Feb 06, 2012 4:55 pm
by Skybax
But I looooove loadout saving! And I understood all the rules! Whyyyyy…

Re: Problems in v016

PostPosted: Tue Feb 07, 2012 8:10 am
by CleverBot
Skybax wrote:But I looooove loadout saving! And I understood all the rules! Whyyyyy…


Why not just take out load-out zones and have the ship instantly have the new modules after changing them? Having to commit suicide due to no load-out zones is ridiculous, especially when your modules aren't saved from the previous maps. Why even change modules if it's too much of a hassle? Just go sprint and shield 24/7, much easier. I see little point in load out zones.

Time is important in getting to the core/flag in time. There should be a cast-time for the new modules (the new ones that you picked) to be usable, so that people wouldn't be fighting while changing their modules like insane pros.

Re: Load-out saving change

PostPosted: Tue Feb 07, 2012 11:03 am
by karamazovapy
The rules were changed in part because they were inconsistent. There were also problems when switching between maps where engineer was and wasn't available.

The loadout/loadout zone conversation has been going on for years, and I'm sure it will continue to crop up from time to time. If you hadn't noticed, you now have the ability to create and recall loadout presets. Why not give them a try for a couple months and see if they're a good compromise?

Re: Load-out saving change

PostPosted: Tue Feb 07, 2012 11:27 am
by sam686
karamazovapy wrote:There were also problems when switching between maps where engineer was and wasn't available.
What was the problem? Problems on 015 may have been fixed on 015a. Having engineer module, then switching to non-engineer level simply doesn't set your load out containing engineer module (defaulting to shield / turbo), as it can't switch to engineer module when engineer is not allowed, as in 015a.

Re: Load-out saving change

PostPosted: Tue Feb 07, 2012 11:30 am
by karamazovapy
It was an inconsistency that lead people to think that they still had engineer when it wasn't possible.

Re: Load-out saving change

PostPosted: Tue Feb 07, 2012 12:49 pm
by CleverBot
karamazovapy wrote:The rules were changed in part because they were inconsistent. There were also problems when switching between maps where engineer was and wasn't available.

The loadout/loadout zone conversation has been going on for years, and I'm sure it will continue to crop up from time to time. If you hadn't noticed, you now have the ability to create and recall loadout presets. Why not give them a try for a couple months and see if they're a good compromise?


I don't see that in the instructions, so can you please tell us how you do that? I would enjoy just saving specific groups of modules and recalling them again.

karamazovapy wrote:It was an inconsistency that lead people to think that they still had engineer when it wasn't possible.


If their modules change back to default, they can just look at the top of the screen and see that they don't have engineer anymore. That's why it tells us what we have on the top of the screen right?

Re: Load-out saving change

PostPosted: Tue Feb 07, 2012 12:55 pm
by karamazovapy
Added loadout presets. Players can save loadouts with Ctrl-1/2/3 and load them with Alt-1/2/3. Loadouts are saved via INI and can be viewed with the /showpresets command.

Re: Load-out saving change

PostPosted: Tue Feb 07, 2012 1:00 pm
by CleverBot
karamazovapy wrote:
Added loadout presets. Players can save loadouts with Ctrl-1/2/3 and load them with Alt-1/2/3. Loadouts are saved via INI and can be viewed with the /showpresets command.


That should be added to the instructions and it still has the saves when you relogin, which I really like about it. I like this feature A LOT!

Re: Load-out saving change

PostPosted: Tue Feb 07, 2012 3:09 pm
by karamazovapy
Yeah, the instructions could use a bit of work. The text I pasted was in the release notes.