Revising the Shotgun Pump
- SkyeAuroline
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Revising the Shotgun Pump
Summary (a quick, 2-3 sentence summary):
By default in most SS13 codebases, the shotgun (and upgraded versions thereof) pump by simply clicking the sprite, or pressing the "use" hotkey. Here, instead, you have to alt-click(?) the sprite itself, with no hotkey available. I suggest returning to the original system so the shotgun is actually useful.
Benefits (How this will benefit the server and game as a whole):
Shotgun can keep up a higher fire rate and be a viable weapon. Simplified control scheme.
Details (Description of how you think this would work, the benefits, etc):
The current click action on the shotgun is to unload a round from it. Which... Is already accomplished by pumping the shotgun with default pump code, and I think with the alt-click pump here as well. There's no point to having two buttons to do the same thing, and then put the more frequently used one on the more complicated key combination. Having the default action be to pump the shotgun instead of unload a round lets you actually maintain aim on a target while pumping instead of having to cross the screen with your mouse at some angles. Given how finicky SS13 combat is already, anything that helps people keep aim on helps. And a slight fire rate boost to the shotgun isn't going to upset the "Delicate balance" that much.
Implementation (Optional, if you have an idea how to implement it):
Every codebase has the pump mechanism I'm referring to already. Colmar is BUILT from codebases that already had it. I'd be surprised if it was scrapped entirely already. And if not, well, it's all already written for you.
By default in most SS13 codebases, the shotgun (and upgraded versions thereof) pump by simply clicking the sprite, or pressing the "use" hotkey. Here, instead, you have to alt-click(?) the sprite itself, with no hotkey available. I suggest returning to the original system so the shotgun is actually useful.
Benefits (How this will benefit the server and game as a whole):
Shotgun can keep up a higher fire rate and be a viable weapon. Simplified control scheme.
Details (Description of how you think this would work, the benefits, etc):
The current click action on the shotgun is to unload a round from it. Which... Is already accomplished by pumping the shotgun with default pump code, and I think with the alt-click pump here as well. There's no point to having two buttons to do the same thing, and then put the more frequently used one on the more complicated key combination. Having the default action be to pump the shotgun instead of unload a round lets you actually maintain aim on a target while pumping instead of having to cross the screen with your mouse at some angles. Given how finicky SS13 combat is already, anything that helps people keep aim on helps. And a slight fire rate boost to the shotgun isn't going to upset the "Delicate balance" that much.
Implementation (Optional, if you have an idea how to implement it):
Every codebase has the pump mechanism I'm referring to already. Colmar is BUILT from codebases that already had it. I'd be surprised if it was scrapped entirely already. And if not, well, it's all already written for you.
- Dragon2323
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- Joined: 19 Jun 2015, 14:39
Re: Revising the Shotgun Pump
Just bind a macro for the "pump-shotgun" weapons-tab verb. -1.
- SkyeAuroline
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- Joined: 26 Nov 2015, 03:09
Re: Revising the Shotgun Pump
There is one already. It's called "use item" and pumps the shotgun with default shotgun behavior. All I'm looking for is a bit of consistency.
If you're going to -1, then explain the point I made under details- why is removing a shell (which by necessity would need you to pump the shotgun) the default behavior for the shotgun, and pumping the shotgun (which by necessity removes a shell) is not? Why are they separate actions?
If you're going to -1, then explain the point I made under details- why is removing a shell (which by necessity would need you to pump the shotgun) the default behavior for the shotgun, and pumping the shotgun (which by necessity removes a shell) is not? Why are they separate actions?
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Re: Revising the Shotgun Pump
+1, I would like a hotkey that does not involve making my own macro.
- coroneljones
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Re: Revising the Shotgun Pump
Actually the shotgun is TWO HANDED,so its pretty much impossible to have it be a click to pump thing i belive,as clicking on it wields it
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-Credit goes to SovietCyanide
-Credit goes to SovietCyanide
- SkyeAuroline
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Re: Revising the Shotgun Pump
Why not have the two-handed wield as a secondary function, and magazine/ammo related !!FUN!! as the default? Same issue for the M41A, I think, though I admittedly don't actually use it (engineer life dictates submachine guns and shotguns, mostly), you can't remove the magazine without either the weapon menu or right-clicking. You reload far more than you wield/unwield weapons.coroneljones wrote:Actually the shotgun is TWO HANDED,so its pretty much impossible to have it be a click to pump thing i belive,as clicking on it wields it
- xywenx00
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Re: Revising the Shotgun Pump
-1 just be quicker
- SkyeAuroline
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Re: Revising the Shotgun Pump
Care to offer something a little more constructive? Maybe how the current system works better, or something of the like that I'm not seeing?xywenx00 wrote:-1 just be quicker
- HalfdeadKiller
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Re: Revising the Shotgun Pump
-1 You can set up a macro to pump the shotgun. Right click the big bar at the top, select client, select macro. Put in the command pump-shotgun and bind it to a key.
- SkyeAuroline
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Re: Revising the Shotgun Pump
See my above post.HalfdeadKiller wrote:-1 You can set up a macro to pump the shotgun. Right click the big bar at the top, select client, select macro. Put in the command pump-shotgun and bind it to a key.
If I can see a good justification for this being the case, then maybe I can accept the "use a macro" option as the best possible option. It'd have to be extremely good, though. Either way, the two should be swapped around, though.Why is removing a shell (which by necessity would need you to pump the shotgun) the default behavior for the shotgun, and pumping the shotgun (which by necessity removes a shell) is not? Why are they separate actions?
- apophis775
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Re: Revising the Shotgun Pump
Denied.
We've always had the shotgun as the "macro" gun if people want it, if they don't, that's their choice.
We've always had the shotgun as the "macro" gun if people want it, if they don't, that's their choice.