Adding auto-fire?

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KaiserBlackwood
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Adding auto-fire?

Post by KaiserBlackwood » 23 Apr 2018, 15:20

Have there ever been ideas of adding auto-fire (Means no bursts, just spraying ammo) to the game?
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DrPng
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Re: Adding auto-fire?

Post by DrPng » 23 Apr 2018, 15:21

Think that's already a thing, bud.
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KaiserBlackwood
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Re: Adding auto-fire?

Post by KaiserBlackwood » 23 Apr 2018, 15:23

Meh, I never saw thing you can click and watch ammo run out very fast
It would be great for marines to make a barrage that would turn xenos in shreds... If they won't FF each other before...
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DrPng
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Re: Adding auto-fire?

Post by DrPng » 23 Apr 2018, 15:24

Oh you mean an automated system, nah dont think thats a thing
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KaiserBlackwood
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Re: Adding auto-fire?

Post by KaiserBlackwood » 23 Apr 2018, 15:25

Well FF is always here to kill us, so why no?
I think it would be fun to see marines making barrage of bullets into caves
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Dolth
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Re: Adding auto-fire?

Post by Dolth » 23 Apr 2018, 15:34

This was a feature on the Russian CM server. Basiclly shooting on the tile you clicked until you stop clicking, you could still move to adjust the angle. But other than that, I disadvise adding it to the game.
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Loco52
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Re: Adding auto-fire?

Post by Loco52 » 23 Apr 2018, 16:37

One question.

R u srs?
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Re: Adding auto-fire?

Post by Avalanchee » 23 Apr 2018, 16:38

Full - Auto would be basically game breaking. Even if you toast the accuracy (bwoop, reddot and EB and you are an absolute killing machine) marines would rush into caves with M41s and AP mags and Xenos would not be able to do shit. Just imagine sending 3 squads with fully automatic weapons, AP ammo, Smartguns, Specialist weapons and flamers into Big Red cave system. Even the best Ayy mains would get wiped out.
Also
Massive amount of friendly fire
Bill Carson would get an evac pod block because xenos would always loose and imagine a Carson round without escape pods. Unreal.
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They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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Re: Adding auto-fire?

Post by Crab_Spider » 23 Apr 2018, 17:58

DrPng wrote:
23 Apr 2018, 15:21
Think that's already a thing, bud.
it isn't.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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DrPng
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Re: Adding auto-fire?

Post by DrPng » 23 Apr 2018, 18:10

Crab_Spider wrote:
23 Apr 2018, 17:58
it isn't.
Thought he meant automatic fire, not auto clicking.
I play Daniel Sullivan.

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spookydonut
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Re: Adding auto-fire?

Post by spookydonut » 24 Apr 2018, 11:33

automatic fire won't happen.

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Anoonki
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Re: Adding auto-fire?

Post by Anoonki » 24 Apr 2018, 11:54

This would toast the weapon balance of firing delay, so either you'd get guns that're beyond overpowered, or you'd get full-auto peashooters.

But above, Spooky gave you the Development team's stance on the matter.
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Re: Adding auto-fire?

Post by Slywater » 24 Apr 2018, 16:18

It could also mean misclicks would be a nightmare (sometimes the mouse gets stuck on LClick).
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