Hardpoints - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Hardpoints (/showthread.php?tid=72744) |
Hardpoints - leonidos - 01-17-2012 All the battleship/cruisers hardpoints are now devided to 3 classes i.e. Class 10, Class 9, Class 8. Class 10 are morters, razors, missiles, cerbs.. Class 9 are primaries, pulses Class 8 Bs seconds, solaris and flaks Now firing those wepons by assigning them to wepon group is easy and good. Buy out of 4 class 9 if i want to mount some primary and some pulses and fire pulses when they are needed how should we do that. Suppose my bs have 4 class 10 slots and i wish to arm them with heavy morters and battle razors then how can we use them individually? In 4.85 i use identical hardpoints those are assigned to num keys 1-10 for missiles,morters ,razors and heavy morters. But now in all bs 1-10 num keys are assigned to class 8 only. So its quite impossible to fire class 9 and 10 weps individually at the time of need. Now my request to devs are to assign class 10 and class 9 weps to num key 1-10 or just place them first like class 10 > class 9 > class 8. Another request: It will be really good if we can mount class 9 weps to class 10 hardpoints and class 8 wepons to class 9 hard points (not vice versa)if we wish. Hardpoints - Grumblesaur - 01-17-2012 ' Wrote:All the battleship/cruisers hardpoints are now devided to 3 classes i.e. Class 10, Class 9, Class 8. Weapon groups. /thread Hardpoints - leonidos - 01-17-2012 ' Wrote:Weapon groups.Sorry but i already stated that wepon group is not good enough for everything. It is good if we have all primary in one all secondary in one All flaks in one and All cerbs in one. But if i use 2 missiles then we have to assign them in different wepon group then activating them and fireing them will miss the chance of instakill. What i ask is not tough and irrelivent but it will be helpful for cap users. I know about wepon groups and im using them. But its not effective enough that is why im making this discussion. Hardpoints - Veygaar - 01-17-2012 Use 6 weapon groups.... Hardpoints - leonidos - 01-17-2012 ' Wrote:Use 6 weapon groups....Probably dont get the idea at all. If i assign two missile / two morter / two razors in different wepon groups then instakill is hard to get. Either shild will be regenerated or they will get time to use regens. Only option is avialable now is to -activate wepon group 1 -fire wepon group 1 -activate wepon group 2 -fire wepon group 2 And so on........ Many i think for heavy morter, morter, razors, cerbs, primaies, pulses, secondaries, solaris, flaks. So are you telling me to assign 12 wepon group? Hardpoints - triple88a - 01-17-2012 :facepalm: You can fire weapon groups without activating them....That aside how much energy does a ship have to fire all want you want it to fire? Hardpoints - AeternusDoleo - 01-17-2012 This is the second or third topic this week you make on the subject. We get it. Stop reposting. [Edit] And yea, binding a key to "Fire Weapongroup X" solves your problem. You got 6 of em. Hardpoints - The Mole Miner - 01-17-2012 as said before use weapon groups i use em to chain fire morters juset set first morter to weapons group one 2nd morter to weapons group 2 and so on then hold down the fire buttom and click 1-4 and BAM the four guns wil chain fire as fast as your fingers can hit the keys Hardpoints - leonidos - 01-17-2012 ' Wrote:This is the second or third topic this week you make on the subject. We get it. Stop reposting.This is second place i posted this. Why? 1)Previously i posted on wrong subsection on the forum. 2)Never i get answered that the idea will be implemented or not!!! 3)What i requested can be done without altering current situation. At least a simple yes / no will be enough from devs and i will take my leave then. Hardpoints - AeternusDoleo - 01-17-2012 As posted on the previous thread, the issue has been raised on the dev side - it's a lot of work to change that over for every ship and it's not a critical fix, so it'll be a while most likely. |