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Secondary Fire Modes

Discussion in 'General Discussion' started by Khadgar, Sep 27, 2014.

  1. deffbreth deffbreth Active Member

    Would love for my ork to have press two buttons to make my twin-linked shoota shoots both barrels. Just sounds fun haha.
  2. For some weapons.
    Possibly not for Eldar.
  3. Thuldarn Gaan_Cathal Well-Known Member


    The normal "Alt-Fire" button will, on Eldar characters, be a "Just As Planned" button that will teleport the character three feet to the left or right (49.5% chance of either, 1% chance of being eaten by She Who Thirsts). Ammo capacity of 1.
  4. Nicolas Brunoni NicolasBrunoni Lead UI/UX Designer

    Hello guys! Yes, we will have Secondary Fire Modes on most weapons (Single, Burst, Auto, Etc.). On some weapons, like combi-weapons, it might be a bit different since we might want to still be able to switch the Fire Mode of the Bolter part for example. This would mean that we would use a different button to switch the active part of the weapon (i.e. Bolter vs Plasma) than their Fire Modes. About switching Ammo Types, yes we will be able to do so but I'm still not sure how we gonna do this - we aren't fixed yet on a final solution to handle ammos in general.

    So, to resume: you will be able to switch Fire Modes and Ammo-Types on most weapons as well as being able to switch the active part of any combi-weapons.
  5. Bladerunner Bladerunner777 Well-Known Member

    Switching different types of ammo may be tricky. For example: we have 2 mags with regular ammo and 2 mags with some better rounds, what will happen if we use half of the mag of regulars and then load a mag with better ammo? Will we have half of these and half of those? I mean that's not a big deal actually, or is it? There could be some glitches like when you use up only several bullets of regular ammo then replenish it with several better rounds and it may turn out the whole mag is loaded with better ammo. Ufff, I hope you know what I mean :D.
  6. Nicolas Brunoni NicolasBrunoni Lead UI/UX Designer

    I know exactly what you mean, and that's why we haven't took a final decision about ammo-types :p
    Most of the ideas are still on paper, as soon as we start prototyping them we will be able to tell a bit more about it ;)
  7. Aeachus Khadgar Recruit

    Well presumably next time you load that ammo type you will load the full mag of alt ammo. The second time you reload you'll reload half a mag.

  8. Bladerunner Bladerunner777 Well-Known Member

    That's a solution used in strictly tactical shooters like Operation Flashpoint and such but I know that in some others there were problems with proper implementation of this.
  9. Aeachus Khadgar Recruit

    It seems kind of simple... Um, you probably wouldn't tie the sum of remaining ammo to individual magazines, but rather as an ammo total to the player, with the condition that they may only fire X bullets before reloading. I'm not a coder but this is how it appears :p

    I know in Rainbow 6 a while back if you reloaded whilst still having 10 bullets in a magazine those bullets were lost.

  10. Bladerunner Bladerunner777 Well-Known Member

    As far as I remember there were some problems with that in Fall Out NV, you had s***t loads of types of ammo and sometimes it was too much for the engine i guess or maybe just a regular design flaw.

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