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Old 04-27-2011, 10:35 AM
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Default I see tripwire has considered the dual handcannon idea...

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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Old 04-27-2011, 10:53 AM
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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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Old 04-27-2011, 11:21 AM
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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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Old 04-27-2011, 12:53 PM
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I believe the dual handcannon's have been in the sdk since the release of KF
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Old 04-27-2011, 01:51 PM
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The Gunslinger....
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Old 04-27-2011, 04:00 PM
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Quote:
Originally Posted by C_Gibby View Post
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.
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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Old 04-27-2011, 04:20 PM
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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.
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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Old 04-28-2011, 03:46 AM
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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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Old 04-28-2011, 08:10 AM
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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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Old 04-28-2011, 08:15 AM
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Quote:
Originally Posted by HuNteR- View Post
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!..."
I'd switch to a more powerful weapon, using dual cannons will just get you killed in most situations.
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Old 04-28-2011, 09:48 AM
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I'd switch to a more powerful weapon, using dual cannons will just get you killed in most situations.
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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Old 04-28-2011, 11:30 AM
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Originally Posted by HuNteR- View Post
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,
Not on suicidal or HoE.

The alt fire button should holster one when using both.
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Old 04-28-2011, 12:31 PM
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Not on suicidal or HoE.

The alt fire button should holster one when using both.
Yeah but theres too much faffing around with the press the button, wait for it to holster, press it again to whip it back out, in that time you'd be on your way to the grave.

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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Old 04-28-2011, 01:21 PM
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Quote:
Originally Posted by HuNteR- View Post
They have it ok, if you dont want 2, drop the other, if you need it again, pick it back up.
...and loose half of ammunition. If this bug will be fixed, then yeah, this technique could work in some situations.

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Originally Posted by Rainydaykid View Post
The alt fire button should holster one when using both.
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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Old 04-28-2011, 01:26 PM
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...and loose half of ammunition. If this bug will be fixed, then yeah, this technique could work in some situations.
...unless some other guy nicks it and buggers off.
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Old 04-28-2011, 01:50 PM
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...unless some other guy nicks it and buggers off.
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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Old 04-28-2011, 10:42 PM
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Originally Posted by HuNteR- View Post
Yeah but theres too much faffing around with the press the button, wait for it to holster, press it again to whip it back out, in that time you'd be on your way to the grave.

They have it ok, if you dont want 2, drop the other, if you need it again, pick it back up.
If TWI were to add that feature; nobody is forcing you to use it.
You can continue to aim a lot worse and save yourself a couple half seconds to your hearts content.
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Old 04-29-2011, 04:50 AM
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The Gunslinger....
A perk so awesome A7X made a song about it

Spoiler!
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  #19  
Old 04-29-2011, 01:18 PM
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Quote:
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You can continue to aim a lot worse and save yourself a couple half seconds to your hearts content.

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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Old 04-29-2011, 03:39 PM
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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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