Author Topic: What's the advantage of chainfire when it barely pauses between shots?  (Read 408 times)

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Offline ~SJ~{CDT} Ro0t

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I thought I remembered that in Mechwarrior, using chain fire mode meant you had to press the trigger to fire each weapon in the group. However in MWLL, it fires all weapons of a group a few milliseconds apart instead of all at once but does so on a single trigger press.

What's the point of that exactly? For example, if I want to chain fire 4 LBL slowly (say one per second) to avoid overheating too fast, I have to map them to different trigger buttons to do so.  Using chain fire with a group of them 4 will generate as much heat as if I shot them in group fire mode... So what's the point to chain fire in MWLL I wonder!? Was it intended like this?
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Offline ~SJ~ Xarg Talasko

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #1 on: November 22, 2010, 02:18:16 PM »
Dunno what you're doing wrong, but chainfire works well for me. Maybe just tap the mouse button?


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Offline HAARP

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #2 on: November 22, 2010, 02:18:29 PM »
Release the trigger between shots?

Offline ~SJ~{CDT} Ro0t

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #3 on: November 22, 2010, 02:21:49 PM »
I am! I'll try this again tonight, but I swear...

I set Mouse 1 to Group 1, so I don't have any key to fire selected group... Is that why??

If so, it's kind of stupid IMO... The Fire Group 1 or Fire Group 2 buttons should behave the same in chain fire mode and fire their weapons in chain...
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Offline ~SJ~ Wolf

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #4 on: November 22, 2010, 02:27:15 PM »
Chain fire only applies to the highlighted group in the weapon selection box. It does not apply to all groups at once.

Offline Az

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #5 on: November 22, 2010, 03:06:28 PM »
I set Mouse 1 to Group 1, so I don't have any key to fire selected group... Is that why??

Yes, it is.

To rephrase what Wolf said: there is no chain fire mode for any of the "Fire Group X" buttons. The setting only applies to the "Fire current group" trigger.

I hope that at some point, we'll have a per-group chain fire toggle that works for every "fire" actions (and is saved along with weapon groups configuration), but for now you'll have to deal with this limitation.

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #6 on: November 22, 2010, 03:40:16 PM »
I will say if there was any way for it to be coded that if the mouse 1 button is being held down to not automatically fire and move to next weapon would solve the head ache some players have with lead fingers.
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Offline ~SJ~{CDT} Ro0t

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #7 on: November 22, 2010, 03:43:27 PM »
I'll remap my keys then... and I see why it has been done like this... but it's not very practical in my opinion.

The way it should work to accomodate the most players is:

1. A special "Is Chainable" switch should be added for each weapon group. I see this as a new row below all groups, and could be toggled the same way you toggle weapons in a group at the moment. (Arrow + Enter). This would define if Chain Fire Mode applies to this group or not.

2. Fire Weapon Group X keys are mapped to fire weapons of the corresponding group, but the way they are fired (Chained or Grouped) is defined by the "Is Chainable" switch of the group AND the Firing Mode currently selected.

Example:

1. I add 4 MBL to Group 1, and set the "Is Chainable" switch on for that group. I set Group 2 to 2 SSRM6 and leave the "Is Chainable" switch off.
2. I set firing mode to Group Fire
3. I pull the Fire Group 1 trigger: It fires all four MBL simultaneously.
4. I pull the Fire Group 2 trigger: It fires both SSRM6 simultaneously.
5. I set firing mode to Chain Fire
6. I pull the Fire Group 1 trigger: It fires the first MBL of Group 1 only.
7. I pull the Fire Group 2 trigger: It fires both SSRM6 simultaneously.
8. I pull the Fire Group 1 trigger: It fires the second MBL of Group 1 only.
9. I pull the Fire Group 1 trigger twice rapidely: It fires the third and fourth MBL of Group 1 in chain.

I think this would allow much better control over firing groups and how you fire weapons. Instead of being an all or nothing option.
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Offline (TLL)Siilk

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #8 on: November 22, 2010, 04:49:54 PM »
2. Fire Weapon Group X keys are mapped to fire weapons of the corresponding group, but the way they are fired (Chained or Grouped) is defined by the "Is Chainable" switch of the group AND the Firing Mode currently selected.
^This! I was asking for separate chainfire status for each group for a long time now. I fail to see why devs still have only group 1 being chainable. Please, devs, let every group be chainable, with "fire group X" shooting all weapons or one weapon by one, depending on the current group state. To make it simple, make "chainfire" switch affect highlighted group status. Said group must keep it, regardless of which group is highlighted. So, if you selected group 2 and set it into chainfire, "fire group 2" would chainfire through weapons in group 2. To set group 2 in groupfire again, you should select it and press "chainfire" switch again.



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Offline Frostiken

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #9 on: November 22, 2010, 05:02:21 PM »
Fixing the chainfire bug itself too would be nice, where your weapons get wildly out of sync after a short time.

Offline Taemien

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #10 on: November 22, 2010, 07:19:12 PM »
PPCs, Gauss, Missiles, and Lasers seem to be fine for me.

Autocannons however get a bit twitchy. I have to do a quick tap when using the Demo Prime so that both AC20s don't fire in link fire.

Offline nordwars

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #11 on: November 22, 2010, 07:29:54 PM »
I third the request for multiple chainfireable groups. I have to work around it all the time in odd ways...
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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #12 on: November 22, 2010, 07:40:18 PM »
PPCs, Gauss, Missiles, and Lasers seem to be fine for me.

Autocannons however get a bit twitchy. I have to do a quick tap when using the Demo Prime so that both AC20s don't fire in link fire.

 Yep, ACs are the worst.



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Offline Squibby

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #13 on: November 22, 2010, 09:11:06 PM »
How about this arrangement incorporating a chain group fire mode.

As it's been mentioned, the fire group X buttons will fire their respective weapon groups in either chain or linked fire modes. Each group can be toggled between chain and link fire using a key.

In addition to this chain / link fire toggle key, we also have a overall chain group fire mode toggle key that overrides the per group chain / link settings and chains through your weapon groups.

i.e. first click fires group 1, second fires group 2 etc.

This arrangement could be very beneficial if we have 8 lasers for example. When chainfired the first laser would recycle around the time the 4th one is fired (provided you're not hammering the button like a madman), meaning the last 4 are largely redundant.
If we group the lasers into 4 groups of 2 and toggle group chain mode we could properly utilise the damage output of all the lasers while maintaining a continous stream of fire.

Offline ~SJ~{CDT} Ro0t

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Re: What's the advantage of chainfire when it barely pauses between shots?
« Reply #14 on: November 22, 2010, 09:14:48 PM »
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