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Thread: Why are countermeasures classified as a WEAPON group?
Eihort wrote:
Question 3 was directed more at the Devs so no one would have to wrangle all those commands to get the game to do something that seems intuitive and not get the unintended result of using all your countermeasures.
Its not that hard...Iuse 3groups on my 15 button stick.
One for weapons, one for missiles, and one to CM's
The rest of my buttons are for targetting, grouping, speed control, and other quarks I don't like with the default settings. The problem your having is your primary button (Trigger finger) is defaulted to fire all groups. Just change it so that it is group 1.
By firing all groups, you are firing everything equiped...weapons, missles, and CM's. Just reconfig your joystick a tad. You will be much happier.
Eihort wrote:
Ok, I set up my joystick with a "Fire all weapon groups" biding. I enter in space combat only to see "Weapon is out of ammo" spammed after a few seconds of firing at some bad guys. Lo and behold, I've released all my countermeasures along with firing all my guns at the enemy. So I have a few questions...
1. Why are they classified as "weapons" when countermeasures are for defensive purposes only? Is some sort of equipment that goes in that slot that actually is a weapon?
2. Somewhat unrelated, you can load an already full countermeasure launcher and watch the ammo pack go *poof* into nothing.
3. Would it be possible to remove countermeasures from the "Fire all weapon groups" command?
I use the logitect extreme 3d pro, it was plugged in when I loaded JTL.
When I launched into space it was programmed, trigger fires blasters (hit g move all blasters to group 1), switch 2 fires missles and switch 3 deploys countermeasures.
Firing all blasters I can see but tying your missles and countermeasures into fire all is a waste of resources. With a limited supply of missles and countermeasures you should be more conservative in there use.
Note stay away from spacebomb launchers.
MyT_Chicken wrote:
Eihort wrote:
Question 3 was directed more at the Devs so no one would have to wrangle all those commands to get the game to do something that seems intuitive and not get the unintended result of using all your countermeasures.
Its not that hard...Iuse 3groups on my 15 button stick.
One for weapons, one for missiles, and one to CM's
The rest of my buttons are for targetting, grouping, speed control, and other quarks I don't like with the default settings. The problem your having is your primary button (Trigger finger) is defaulted to fire all groups. Just change it so that it is group 1.
By firing all groups, you are firing everything equiped...weapons, missles, and CM's. Just reconfig your joystick a tad. You will be much happier.
I have a similar configuration. Just study your Keymap. It's all there.
1. Why are they classified as "weapons" when countermeasures are for defensive purposes only? Is some sort of equipment that goes in that slot that actually is a weapon?
2. Somewhat unrelated, you can load an already full countermeasure launcher and watch the ammo pack go *poof* into nothing.
3. Would it be possible to remove countermeasures from the "Fire all weapon groups" command?
Eihort wrote:
Ok, I set up my joystick with a "Fire all weapon groups" biding. I enter in space combat only to see "Weapon is out of ammo" spammed after a few seconds of firing at some bad guys. Lo and behold, I've released all my countermeasures along with firing all my guns at the enemy. So I have a few questions...
1. Why are they classified as "weapons" when countermeasures are for defensive purposes only? Is some sort of equipment that goes in that slot that actually is a weapon?
Its not really considered a Weapon....its considered a group. Press "G" to assign your groups.
2. Somewhat unrelated, you can load an already full countermeasure launcher and watch the ammo pack go *poof* into nothing.
Yup that sucks....you just gotta be carefull.
Hopefully they will fix that.
3. Would it be possible to remove countermeasures from the "Fire all weapon groups" command?
No, Basically what you need to do is set up your Joystick buttons to fire "Group 1" "Group 2" etc. Then assign your weapons to the groups you want that button to fire...use "G" to get to that panel.
And the default binding for the trigger is "Fire and cycle weapon group", which, oddly enough, DOESN'T INCLUDE COUNTERMEASURES.
Eihort wrote:
I have an X45 and have it configured correctly now. I was just curious why they decided to include Counter measures as a "weapon" for the "Fire all weapon groups" command.
And the default binding for the trigger is "Fire and cycle weapon group", which, oddly enough, DOESN'T INCLUDE COUNTERMEASURES.
As I only have a Scyk--and as it has no missiles or countermeasures--I can't effectively figure this out for myself by testing it, but...
What is the difference between "Fire Weapon Group" and "Fire and Cycle Weapon Group?"