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#1
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If you remember a thread that was made a few months ago suggestion you should be able to switch which handcannon was shot if using dualies, then I am proud to say that TWI is considering this. If you want to see this for yourself then open Killing Floor SDK and go to animations browser and open the Dual50_Trip animations. Basically when in iron sights you can switch between handcannons for increased accuracy.
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#2
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I'd rather see a feature that lets you holster your additional handcannon, since aiming is generally easier with only one.
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#3
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As far as I remember, the last time that you've "uncovered" stuff that TWI weren't ready to mention themselves, those things weren't released at all in the end.
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#4
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I believe the dual handcannon's have been in the sdk since the release of KF
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Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. |
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#5
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The Gunslinger....
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I VISITED THIS FORUM AND ALL I GOT WAS THIS LOUSY SIGNATURE AND AN INFRACTION. RO2 '[DSAS] 50 TE ONLY REALISM' SERVER IP 212.125.94.172; KILLING FLOOR 70% FF 'DSAS IS BACK' IP 217.163.28.179:7777 |
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#6
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I was actually thinking about that a while back, I've also seen it happen with another thread. Maybe I should hide for a while and wait for the TWI assassins to find me.
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#7
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What I'm trying to say is, if you're not careful you might end up pissing TWI off by ruining a surprise meant for everyone.
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#8
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It would be awesome to be able to holster one HC for when you want to aim a bit more accurately, and pull out the second when you need to do some extra damage.
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#9
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I'm actually fine with the handcannons they way they are, the aiming path is directly in the centre of the two cannons, nice and simple, adding features like holstering one cannon and looking down each barrel is too complicated, imagine getting confused about aiming when a raging fleshpound is twisting off your head...
"FIRE! wait no stop aiming just one cannon, aim both, NO NOT THE OTHER ONE!!! DEAD!..." |
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#11
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Nah way Gov, the Dual cannons are destroyers, I go up against a scrake or FP, Dual Cannons are one of 3 choice weapons, they seem to be mighty powerful no matter what perk you are,
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#12
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Quote:
The alt fire button should holster one when using both.
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#13
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Quote:
They have it ok, if you dont want 2, drop the other, if you need it again, pick it back up. |
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#14
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Quote:
Then dual HC should weight more, let's say - 6 blocks. Or else it will make dualies overpowered. But anyway I like dropping technique more, if ammo bug will be fixed, of course. Last edited by poosh; 04-28-2011 at 01:31 PM. |
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#15
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...unless some other guy nicks it and buggers off.
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#16
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Wich happens a lot.
Also, can someone post a video of the new anims? My SDK is broken for some reason .... |
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#17
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Quote:
You can continue to aim a lot worse and save yourself a couple half seconds to your hearts content.
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Problem, a51mj12? |
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#18
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A perk so awesome A7X made a song about it
Spoiler!
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203.217.24.135 - [}{] Killing Floor Legion server |
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#19
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Quote:
Fail, who says i aim worse, I hit 99% of my targets with the cannons as they are, as for the couple of half seconds, if its a couple of half seconds wouldn't that add up to being a full second? "and save your self that second" so much easier to say. ![]() The ammo glitch, yeah i'll bay to that demands, but for aiming purposes, I stick by my guns, my deagle guns |
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#20
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If by "ammo glitch", you're referring to the vanishing ammunition phenomena, that clearly needs a fix.
I discovered the ramifications of this when I went to toss a new player my 2nd, fully loaded HC and missed, and then missed the same wildly gyrating player again. After recovering the pistol a second time, I discovered later, (the hard way), that, without firing a shot, my ammunition had somehow dwindled from 96 rounds down to 32. (As they say, no good deed goes unpunished.) This was awhile ago, but I'm certain it was something less than 48 rounds, which is, in itself, an indication something is very broken. I can see the case for losing half your ammunition when dropping a 2nd pistol; I can't see any justification for not recovering all of it when picking the very same pistol up again. In addition, upon recovering the pistol, you go from 8 rounds in each magazine to just four, necessitating a reload. As an admittedly unrealistic experiment, I later carried out the toss and recover exercise to it's ultimate conclusion, and, if I recall correctly, I believe it results in just 24 rounds remaining for both pistols. Maybe even less... Someone can double-check my results if they care to, as it has been awhile since I messed with this situation. It's also puzzling that when you fire a single round from either pair of KF's dualies, and then elect to reload, both pistols require reloading. OK, maybe that is nitpicking, but it seems an animation of reloading a single pistol just might be a bit quicker. All of this may be old news to the KF vets, and, no, I'll say without malice towards TWI that I don't really expect it to be corrected at this late date. If a Killing Floor II ever surfaces however, that bit of coding needs some serious debugging. |
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