Pistoleer Archive

Thread: CU Pistoleer Bugs Thread

IdrisTycho
Wed Apr 20, 2005 4:13 pm
#27






KzinKiller wrote:


Is an attack pattern of preferred attacks macro-able?





Yes, this is exactly what I do. Learning to time them is the trick however. But once you time the attacks perfectly for your weapon and your speed mods, you can crank out hella damage. This drains action pretty fast however. Still, it's better to be able to do that than having to monitor those flashy buttons.


example:


Macro Name: BHAttack


/criticalshot

/pause 2.2

/torsoshot

/pause 2.2

/eyeshot

/pause 2.2

/macro BHAttack

It would have to be dumped if you want to execute some other action, like KD recovery for example.
KzinKiller
Wed Apr 20, 2005 4:38 pm
#28



IdrisTycho wrote:


KzinKiller wrote:

Is an attack pattern of preferred attacks macro-able?


Yes, this is exactly what I do. Learning to time them is the trick however. But once you time the attacks perfectly for your weapon and your speed mods, you can crank out hella damage. This drains action pretty fast however. Still, it's better to be able to do that than having to monitor those flashy buttons.
example:
Macro Name: BHAttack
/criticalshot
/pause 2.2
/torsoshot
/pause 2.2
/eyeshot
/pause 2.2
/macro BHAttack
It would have to be dumped if you want to execute some other action, like KD recovery for example.




Exxxcellent, thanks ... that could make this system moderately tolerable ... now tell me where I toggle off the cartoony action animations ... I'm getting tired of saying 'Shazaam!' every time I fire an effects special.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
BadgerSmaker
Thu Apr 21, 2005 1:37 am
#29


As I use modal chat I've created one line macros for all the useful specials and then bound them to my number pad in combo groups. This is the way I've had my setup on live with the current pistol specials (all five of them . So I've got:


Num 7 - Intimidate Shot

Num 8 - Burst Shot

Num 9 - Disarm Shot


Num 4 - Stopping Shot

Num 5 - Body Shot

Num 6 - Fan Shot


Num 1 - Firearm Strike

Num 2 - Quick Draw

Num 3 - Warning Shot (for when it does something)


I have noticed a bug however, if you mouse over the advanced or improved moves in the combat browser they are listed as:


stoppingShot_2

burstShot_1


_2 being appended for advanced and _1 for improved. This confused me initially as I put _1 and _2 into all my one line combat macros but for some moves that doesn't work, in fact I found that it worked intermittantly.


Then I noticed that the combat spam was reporting Advanced moves when just using the command without the appended _1 and _2 so I took them all out.


Using this setup there is no way to tell when a moves timer is up and you end up just getting a feel for what works and when. In live I never have any combat moves in my toolbar, just stims, guns, chef buffs, drugs and ADK PSG.


I always thought that using F keys was something newer players did so was quite surprised when this system was implemented that heavily relied on the use of F keys, which to me mean you have to move you hand around the keyboard too much when fighting and that's not a good thing in combat situations.


I like the timer bar you get with firearm strike for the warmup, perhaps we could get a UI window similar to the experience monitor bars that can be placed where you want it and everytime you use a move, a timer for that move gets added to this UI window.


So, if you use Intimidate Shot, Burst Shot and Stopping Shot, all three timers start winding up in the window and then drop off when the move is available again.


At the moment I am staring at the combat log when in combat and timing moves accordingly, for instance I know that by the time the message that "You have failed to infect [blah]" has disspeared off the top of my combat queue then the 15 second timer is pretty much over and I can have another attempt.


I'm doing the same thing with pistoleer moves now as well. Basically I'd like some graphical representation to avoid having to examine combat spam all the time.

Message Edited by BadgerSmaker on 04-22-2005 09:18 AM



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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Chwenar
Thu Apr 21, 2005 1:29 pm
#30

Quote:


It seems to be the only move with a yellow warm up timer bar as well.




Just to let you know, and everyone else who may not know, Dueling Stance has a timer as well






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