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Secondary Fire Key

PostPosted: Fri Dec 12, 2014 10:29 pm
by Little_Apple
Imagine. you're playing Bitfighter having a blast when suddenly, you can't seem to shoot that guy that keeps hiding behind a corner like any human with cognitive thinking abilities would! so you switch weapons to burst and- BAM YOU'RE DEAD BECAUSE IT TOOK SO GOSH DARN LONG TO CHANGE WEAPONS. I propose a world where one could fire multiple weapons without clumsily fiddling with the weapon cycle key or pressing the 1 2 and 3 keys leaving yourself open to torrents of phasers. I propose the Secondary Fire Key. I guarantee it will change how you play, and how you live. Make the right choice. Choose the Secondary Fire Key.

Re: Secondary Fire Key

PostPosted: Fri Dec 12, 2014 11:34 pm
by amgine
You can just change the key bindings in the options menu of bitfighter to make cycling weapons easier.

Re: Secondary Fire Key

PostPosted: Sat Dec 13, 2014 7:45 am
by raptor
If we had two weapons, say on the mouse buttons, where would the modules go? Aren't we constrained by a number of joystick buttons?

Re: Secondary Fire Key

PostPosted: Sat Dec 13, 2014 8:40 am
by amgine
And wouldn't 2 weapons fireing at the same time be over powered?

seeker + burst >> phaser

Re: Secondary Fire Key

PostPosted: Sat Dec 13, 2014 2:10 pm
by Little_Apple
raptor wrote:If we had two weapons, say on the mouse buttons, where would the modules go? Aren't we constrained by a number of joystick buttons?

I use L-shift and space for modules which I think were the defaults for Zap!. even then it would be completely rebindable. I'm not super sure what you mean by the second sentence. Could you elaborate?
amgine wrote:And wouldn't 2 weapons fireing at the same time be over powered?
Only if you have unlimited energy. If you mindlessly sprayed out bouncer+triple it might be very deadly, but you would also end up with next to no energy and wide open to attack from anyone who used shield like a normal thinking human.

Re: Secondary Fire Key

PostPosted: Sat Dec 13, 2014 2:13 pm
by raptor
I don't own a joystick, but I thought we had already hit the limit of buttons we use on the joysticks. Adding another for a secondary weapon would put us over the limit (or so I thought). I don't know, which is why I asked the question.

Re: Secondary Fire Key

PostPosted: Sat Dec 13, 2014 2:25 pm
by Little_Apple
Are stick-clicks (I don't know the proper name) included in that?

Re: Secondary Fire Key

PostPosted: Sat Dec 13, 2014 3:17 pm
by sky_lark
Little_Apple wrote:Only if you have unlimited energy. If you mindlessly sprayed out bouncer+triple it might be very deadly, but you would also end up with next to no energy and wide open to attack from anyone who used shield like a normal thinking human.

This is a pretty crucial point, because firing two weapons simultaneously would be quite powerful, but only for the second or two it lasts for.

From a design perspective I think this feature is fairly logical. Ships can use two modules and one weapon simultaneously, but not two modules with two weapons at the same time.

To be honest I don't think switching weapons is all that intrusive. Rather than this being a problem needing to be solved, I do think it might enhance Bitfighter by emphasizing the different weapons Bitfighter has. Despite there being four projectile weapons, phaser is the only one used significantly by most players. This feature might entice people to use another weapon since they could still achieve the advantages of phaser while utilizing the advantages of other weapons. It'd sure be nice to see more than just purple dots on the screen!

Re: Secondary Fire Key

PostPosted: Sat Dec 13, 2014 3:52 pm
by amgine
problem is some weps have a low energy usage like a seeker so would we havef to rebuff all the weapons ?

Re: Secondary Fire Key

PostPosted: Sun Dec 14, 2014 8:56 am
by Fordcars
Curious: how would the controls work for this?

Re: Secondary Fire Key

PostPosted: Sun Dec 14, 2014 7:52 pm
by sky_lark
Presumably there'd be an additional button that could be mapped to use this. I'm not sure how it'd work on joystick, but on keyboard this could easily be the right mouse button or left shift key.

Re: Secondary Fire Key

PostPosted: Tue Dec 16, 2014 2:06 pm
by amgine
I think one weapon key is better because unless the joystick problem is solved keyboard users would have a advantage over joystick users...

Re: Secondary Fire Key

PostPosted: Tue Dec 23, 2014 9:43 pm
by watusimoto
I'm not really in favor of this, personally... the controls are already pretty complicated for a "casual" game. Adding more complexity seems a step in the wrong direction (says one of the proponents of double-tap).

Re: Secondary Fire Key

PostPosted: Wed Dec 24, 2014 12:24 pm
by amgine
yeah unless key bindings can be simplified Its better to have 1 key.

Re: Secondary Fire Key

PostPosted: Fri Apr 03, 2015 4:49 am
by tazinator
Secondary weapons were, for me personally, a bit difficult to actually use in Escape Velocity

I am not a fan of this idea.

Re: Secondary Fire Key

PostPosted: Mon Jun 22, 2015 11:12 pm
by amgine
Problem is if you use 2 weapons to for like 5 seconds and zap all the players then they would be left defesnless im jsut concerened it would break maps as laser beams turrets ect would be more vurnable.