(NSW)BlaineKodos Posted July 14, 2015 Share Posted July 14, 2015 Any chance that this can lead to snipers being able to use alternate fire to change zoom levels? Seriously, weapons like the Vulkar are a pain to use in most maps because they zoom too much in, if they started with Vectis tier zoom and used to alternate fire button to zoom in (and at max zoom to zoom out) would be great. Alternately: Alt fire for snipers being iron sights? So you can use them as intended most of the time, but in close quarters you can just use it like a normal rifle. Either way, being able to just shoot someone from less than a mile away would be a huge boon for snipers in this game. That's one of the major reasons they're not often used. Link to comment Share on other sites More sharing options...
Thundervision Posted July 14, 2015 Share Posted July 14, 2015 (edited) There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) Am i dreaming? Is this a true thing? Oh god. Quick, somebody pinch me! @___@ Woohoo, I was waiting for it for so-o-o-o long. Guys you're awesome! ;_; Though i'm wondering what will happen to Buzlok? Will we be able to shootin' while scoping (w/o firing a beacon-thing), or it will remain as it is? *yeah, i've read it. But who knows, what if you missed this part :^) Edited July 14, 2015 by Spectre-Agent Link to comment Share on other sites More sharing options...
SilverZs Posted July 14, 2015 Share Posted July 14, 2015 If experiments go according to plan, that is the intended end-result! When I have the proper safety gear I will enter the labs for a progress report. Its nice to see DE acting on something that was brought up about 8-10 months ago finally. While I'm incredibly pleased you took our very serious feedback (albeit we were virtually threatening to descend upon you with pitchforks and torches), it would have been nice to hear about actual DEV feedback on this rather then over a half year of silence. If I recall correctly, you mentioned it was being 'forwarded' to the DEV team, and then thats all we got. Link to comment Share on other sites More sharing options...
FelisImpurrator Posted July 14, 2015 Share Posted July 14, 2015 There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) This "aim glide" paired with the separation of aim and alt-fire... it's beautiful. So beautiful. (And so is the cape.) Link to comment Share on other sites More sharing options...
[DE]Rebecca Posted July 14, 2015 Share Posted July 14, 2015 Its nice to see DE acting on something that was brought up about 8-10 months ago finally. While I'm incredibly pleased you took our very serious feedback (albeit we were virtually threatening to descend upon you with pitchforks and torches), it would have been nice to hear about actual DEV feedback on this rather then over a half year of silence. If I recall correctly, you mentioned it was being 'forwarded' to the DEV team, and then thats all we got. Necessity is the mother of invention. 8-10 months ago, half a year ago, early last week, it was on the known annoyance/problem list item that competed for attention (and kept losing) with other annoyances/bugs/etc. With Parkour 2.0 and new movement it became a critical feature which necessitated a solution, and considering the year long request for this it's pretty exciting it's coming. Silence broken because actual progress was achieved, figured it was worth sharing. Link to comment Share on other sites More sharing options...
Scandroid Posted July 14, 2015 Share Posted July 14, 2015 Necessity is the mother of invention. 8-10 months ago, half a year ago, early last week, it was on the known annoyance/problem list item that competed for attention (and kept losing) with other annoyances/bugs/etc. With Parkour 2.0 and new movement it became a critical feature which necessitated a solution, and considering the year long request for this it's pretty exciting it's coming. Silence broken because actual progress was achieved, figured it was worth sharing. Wooo can finaly start using weapons i like Link to comment Share on other sites More sharing options...
VKhaun Posted July 14, 2015 Share Posted July 14, 2015 (edited) Necessity is the mother of invention. 8-10 months ago, half a year ago, early last week, it was on the known annoyance/problem list item that competed for attention (and kept losing) with other annoyances/bugs/etc. With Parkour 2.0 and new movement it became a critical feature which necessitated a solution, and considering the year long request for this it's pretty exciting it's coming. Silence broken because actual progress was achieved, figured it was worth sharing. Zoom in air = air glide controls? EDIT-- - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) Yeaaahhh... that's awesome. Sorry, dev tracker on the front page is newest to oldest so I'm reading these backwards. :P Edited July 14, 2015 by VKhaun Link to comment Share on other sites More sharing options...
rapt0rman Posted July 14, 2015 Share Posted July 14, 2015 (edited) What a glorious day! Though i'm wondering what will happen to Buzlok? Will we be able to shootin' while scoping (w/o firing a beacon-thing), or it will remain as it is? As long as DE doesn't try anything else weird, beacon will be alt-fire, and scoping will just be scoping. Hopefully we'll be able to main-fire and alt-fire, scoped or hip-shot, with any alt-firing weapon at our leisure now. Edited July 14, 2015 by rapt0rman Link to comment Share on other sites More sharing options...
Naftal Posted July 14, 2015 Author Share Posted July 14, 2015 \o/ Thanks DE! Link to comment Share on other sites More sharing options...
Zaniux Posted July 14, 2015 Share Posted July 14, 2015 One more reason to be hyped for U17! Thanks for the heads up Rebecca. Link to comment Share on other sites More sharing options...
ZhurZhur Posted July 14, 2015 Share Posted July 14, 2015 This makes me so happy the biggest barriar for me to actually enjoy some of these guns, also who else is going to be using the paracyst and valkyr pretending to be spider man. Link to comment Share on other sites More sharing options...
Othergrunty Posted July 14, 2015 Share Posted July 14, 2015 (edited) Necessity is the mother of invention. 8-10 months ago, half a year ago, early last week, it was on the known annoyance/problem list item that competed for attention (and kept losing) with other annoyances/bugs/etc. With Parkour 2.0 and new movement it became a critical feature which necessitated a solution, and considering the year long request for this it's pretty exciting it's coming. Silence broken because actual progress was achieved, figured it was worth sharing. On the topic of key binding. Is the the idea of being able to bind the walk (not to confuse with the slow jogging) function to key on such a list too? Current players with controllers can do the walk in missions, but those with mouse and keyboard can't. While not really necessary, i think some would like it just for screenshots or videos. There once was a thread about it and one of the DE members commented on looking into it, but no answer has ever come. So i assumed the idea kind of became burried under the pile of other things to do. Edited July 14, 2015 by Othergrunty Link to comment Share on other sites More sharing options...
(PSN)DanteVincent Posted July 14, 2015 Share Posted July 14, 2015 OMG I'll be able to aim with my badass 6* day of the day buzlok. Link to comment Share on other sites More sharing options...
DawnFalcon Posted July 14, 2015 Share Posted July 14, 2015 (edited) There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) Rebecca... I have a bit of an issue with how that looks. (To be clear, *looks*, I can't really tell how it'd play) And I'm going to call on Schlock Mercenary to help me out here. "Do you know what we call flying soldiers on the battlefield?" "Air Support?" "Skeet" http://www.schlockmercenary.com/2011-05-28 http://www.schlockmercenary.com/2011-10-02 Alternately: Alt fire for snipers being iron sights? So you can use them as intended most of the time, but in close quarters you can just use it like a normal rifle. Either way, being able to just shoot someone from less than a mile away would be a huge boon for snipers in this game. That's one of the major reasons they're not often used. ... I like that. Edited July 14, 2015 by DawnFalcon Link to comment Share on other sites More sharing options...
Azamagon Posted July 14, 2015 Share Posted July 14, 2015 (edited) There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) Yesssssssssss! That is so awesome! Me and my Panthera are screaming THANK YOU for this! :) Also, aim gliding seems like a great QoL-change for aerial shots, very nice! Just a little specific "heads up": Most weapons with secondary fire are (probably) not gonna have any problems with this change. But don't forget Buzlok, if its "aim + shoot = shoot tagging dart" could be converted to simply launch the tag darts with secondary fire, as a new button, that'd be absolutely lovely! With such a chance, we could aim and shoot regular shots, without being forced to shoot tag darts. Furthermore, splitting secondary and aim has lots of cool potential for both new and old weapons Edited July 14, 2015 by Azamagon Link to comment Share on other sites More sharing options...
SenorSmirnov Posted July 14, 2015 Share Posted July 14, 2015 Does this also work for phage? I hate it to zoom in all the time to focus Link to comment Share on other sites More sharing options...
XenosInfinity Posted July 14, 2015 Share Posted July 14, 2015 There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) THANK YOU. Now I might actually be able to USE this Paracyst. Link to comment Share on other sites More sharing options...
Repligon Posted July 15, 2015 Share Posted July 15, 2015 (edited) - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function Yay! Can we also get an alt fire for all weapons? - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) I have a mixed feeling about this. I thought that with removal of coptering you will try to make this game look more serious. But instead you went all derpy and added these double jumps, wall hoppings and causeless air glide. In older streams about melee 2.0 you said that you don't want those infinite aerial combo chains from DMC and now we are going to have infinite aerial gunplay. I feel a little deceived. Edited July 15, 2015 by Repligon Link to comment Share on other sites More sharing options...
--F--NerevarCM Posted July 15, 2015 Share Posted July 15, 2015 (edited) There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) Flyyying, Flyyying in the skyyy, cliff racer flyyy so hiiigh in the skyyy! Time to fly.... with Rhino Edit: Sooo, Zephyr + high damage or high precise weapon + super airglide = Air Strike? cool Edited July 15, 2015 by -SDM-NerevarCM Link to comment Share on other sites More sharing options...
Tsoe Posted July 15, 2015 Share Posted July 15, 2015 Necessity is the mother of invention. 8-10 months ago, half a year ago, early last week, it was on the known annoyance/problem list item that competed for attention (and kept losing) with other annoyances/bugs/etc. With Parkour 2.0 and new movement it became a critical feature which necessitated a solution, and considering the year long request for this it's pretty exciting it's coming. Silence broken because actual progress was achieved, figured it was worth sharing. thx... deeply ... i cant wait... it was such a waste of hard work (all thoose unused , or barely used weapons , when they are so cool) Link to comment Share on other sites More sharing options...
StinkyPygmy Posted July 15, 2015 Share Posted July 15, 2015 Necessity is the mother of invention. 8-10 months ago, half a year ago, early last week, it was on the known annoyance/problem list item that competed for attention (and kept losing) with other annoyances/bugs/etc. With Parkour 2.0 and new movement it became a critical feature which necessitated a solution, and considering the year long request for this it's pretty exciting it's coming. Silence broken because actual progress was achieved, figured it was worth sharing. THANKS REB! This has been a gripe of mine since the first alt fire weapon. Now I'll be able to use my bby paracyst and potentially the buzzlock again! This one small change has me more excited then even parkour 2.0. Hek, probably more then most of U17. Cheers DE! Link to comment Share on other sites More sharing options...
Keyse Posted July 15, 2015 Share Posted July 15, 2015 Thank you so much! I hated using the Quanta series because of the alt fire. I may have to revisit some weapons now, and I finally have a reason to get the paracyst. Also +1 for the grenade launchers. I hated those too for the same reason.It's like we're getting a whole new set of weapons just from one button change! wooo! xD Link to comment Share on other sites More sharing options...
Shifted Posted July 15, 2015 Share Posted July 15, 2015 (edited) There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) My god, finally. Thank you. PS: Now we need Bulletstorm - style xp bonuses for killing with swag. Edited July 15, 2015 by Shifted Link to comment Share on other sites More sharing options...
SonicSonedit Posted July 15, 2015 Share Posted July 15, 2015 There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) Hey Rebecca! But what about people who are comfortable for having both zoom and alt fire on a single button? Can we bind 2 actions to a single key? Current key binding don't allow this for some baseless reason. There is another problem with key binding: you can not leave a key unbound. For example I (and most of other veterans) don't use roll button and have shift bound exclusively for sprint. Since U13 I believe I can not leave "roll" button unbound, which is very, very annoying. Link to comment Share on other sites More sharing options...
Blakrana Posted July 15, 2015 Share Posted July 15, 2015 There are experiments in progress to implement this (with a U17 target date). These experiments include: - Giving alternate fire will a separate key (this key will be rebindable) - Giving all Primaries/Secondaries an aim function - Giving all Primaries/Secondary the new ability to aim glide (for reference: Extreme Aim Gliding with Zephyr http://gfycat.com/ColdHastyCicada + Excalibur https://vine.co/v/evt0di0XUWb ) This is interesting. I know for myself I generally loathe weapons without an ADS option, unless the alt fire is fairly straightforward, such as Penta and Castanas. Only pause for thought I have is where it'll fall on controller bindings. Link to comment Share on other sites More sharing options...
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