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Sobek's Chip Delegation Augment should show its stacks on the crosshair


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Posted (edited)

Title.

Chip Delegation is cool. It'd be even cooler if I could tell how many stacks I've built. We've already got many crosshairs that show your progress towards some thing. Do that.

For example:

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Just reuse one of these. Or make a new one! It could look like this:

sUEciAo.pngjWqWo0E.png (aiming)

 

Edited by PublikDomain
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Posted (edited)
1 hour ago, PublikDomain said:

We've already got a crosshair that shows your progress towards some thing: Incarnons.

We also got Trumna or Battacor, but those stacks are towards the alt fire. We got special scopes from snipers that count stuff.

The problem is those are weapons. So are incarnons. Having that much customisation for a mod is unlikely. Not sure it is even possible to code atm.

Sentient Surge doesnt show stacks on the crosshair.

Edited by Zakkhar
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3 minutes ago, Zakkhar said:

We also got Trumna or Battacor, but those stacks are towards the alt fire. We got special scopes from snipers that count stuff.

The problem is those are weapons. So are incarnons. Having that much customisation for a mod is unlikely. Not sure it is even possible to code atm.

Incarnons are a good example, actually. I don't think we know if a weapon with an Incarnon Genesis is treated internally as a second different weapon or if it's just the base weapon with some hidden "mods" attached. If attaching an Incarnon Genesis can change the crosshair, presumably so could attaching a mod.

18 minutes ago, Zakkhar said:

Sentient Surge doesnt show stacks.

As I look into it, there are quite a few weapons that would benefit from having crosshairs that show extra info for their augments. It'd be a good general QoL.

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25 minutes ago, PublikDomain said:

I don't think we know if a weapon with an Incarnon Genesis is treated internally as a second different weapon

We know most definatley. That is why incarnon form overrides any skins that were on the weapon.

25 minutes ago, PublikDomain said:

if it's just the base weapon with some hidden "mods" attached.

Why would you code it harder?

26 minutes ago, PublikDomain said:

If attaching an Incarnon Genesis can change the crosshair, presumably so could attaching a mod.

Attaching changes the weapon to a diffferent weapon completely.

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1 minute ago, Zakkhar said:

We know most definatley. That is why incarnon form overrides any skins that were on the weapon.

6 minutes ago, Zakkhar said:

Attaching changes the weapon to a diffferent weapon completely.

It doesn't do this on the Gorgon though. If you have a mesh skin (like any of the universal rifle skins) the skin stays and there's no visible Incarnon part, and if you have a texture skin (like the camo or Conclave ones) then the texture stays the same underneath the Incarnon parts. The skin override on Inarnons is something DE enforces directly, and in the Gorgon's case DE forgot to and then never "fixed" it.

2 minutes ago, Zakkhar said:

Why would you code it harder?

Wouldn't that be simpler? Instead of having a different hard copy of a given weapon for every possible permutation of perks, along with whatever nonsense is required to make them all point to the same stats tracking and work with their Augments and skins and Rivens and all the other misc things you'd need to tie up, you use the same weapon you've already got and stick the perk effects in behind the scenes. Doing it that way also works for things like Kuva/Tenet weapons, which have their damage bonus that's treated like an elemental mod stuck at the end of the mod list.

Either way, here's a simpler idea. Just give the Sobek a custom crosshair. We definitely already have this, like on the Battacor and Archguns and Incarnons and Trumna and so on. It's just a copy of the default crosshair with the extra stack counter attached. When the Augment isn't equipped, hide the extra parts of the crosshair so it looks like the default crosshair. If the existing dynamic crosshairs can change visibility/appearance of elements based on a stack count, then they should also be able to do it based on the presence of a mod.

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Posted (edited)
38 minutes ago, PublikDomain said:

Wouldn't that be simpler? Instead of having a different hard copy of a given weapon for every possible permutation of perks

You mean copy paste with 1 added section? 

38 minutes ago, PublikDomain said:

Just give the Sobek a custom crosshair.

38 minutes ago, PublikDomain said:

When the Augment isn't equipped, hide the extra parts of the crosshair so it looks like the default crosshair.

How does it differ from your original idea in terms of development? Lets give every weapon custo crosshair on the event that it may need it for an agument in the future. But it will be "hidden" for now. How do you know the weapons already do not have the hidden crosshairs coded to them? 

Spoiler

Cause it would be absolute waste of time and resources

 

Edited by Zakkhar
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7 hours ago, Zakkhar said:

You mean copy paste with 1 added section? 

Yes, and then doing that 76 times or whatever to cover every permutation of the Braton's perks. Instead of having 80 different total unique Bratons, maybe they could just use the same system they already use for things like weapon passives and Kuva/Tenet weapon bonuses? 🤷‍♀️

7 hours ago, Zakkhar said:

How does it differ from your original idea in terms of development?

It's weapon-based instead of mod-based... You seem to think mod-based crosshair changes are a developmental unknown. Ok, let's say you're right. Weapon-based crosshairs are something we clearly already have.

7 hours ago, Zakkhar said:

Cause it would be absolute waste of time and resources

For you*. Can't believe I have to have this "you're not the only person that plays the game" talk about crosshairs. You yourself point out other examples where such a thing would be useful:

8 hours ago, Zakkhar said:

Sentient Surge doesnt show stacks on the crosshair.

There are tons of other Augments that would benefit from this:

  • Flux Overdrive could show the fluctuation amount.
  • Bursting Mass, Vile Discharge, and Avenging Truth could show the damage accumulation.
  • Wild Frenzy could show the enemy kill count.
  • Deadly Maneuvers could show the two shot counts.
  • Range Advantage and Spring-Loaded Broadhead could show that the targeted enemy is past the correct range.
  • Critical Precision could show the headshot stack.
  • Double Tap and Hata-Satya could show the hit counter.

And that's just weapon augments.

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