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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Auto Chainfire

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Auto Chainfire
Offline Zeb Harley
07-13-2011, 10:28 PM,
#31
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Posts: 645
Threads: 25
Joined: Jan 2009

' Wrote:Make a bot.

Autohotkey


What for? The game has all you need.

' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.

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Offline Zeb Harley
07-13-2011, 10:31 PM,
#32
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Posts: 645
Threads: 25
Joined: Jan 2009

' Wrote:I still have trouble chainfiring in a capital ship, especially when the gun placements are all over the place.

You know you can assign second keys, don't you? Like the ones from the number-pad?

' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.

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Offline jxie93
07-15-2011, 07:18 AM,
#33
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Posts: 3,740
Threads: 80
Joined: Sep 2009

This guy coded a bot in for exactly this purpose. He even gave me a beta copy, but I can't find it now and he no longer plays.

[Image: jxie93.gif]
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Offline rwx
07-15-2011, 07:59 AM,
#34
No one is above the law
Posts: 1,073
Threads: 166
Joined: May 2010

A chain fire bot wouldn't be a problem.
I also thought to include this feature in my setmsg generator.
Well. :rolleyes:
The next are flight maneuver?
Damn, I have to extend my ingame recorder to mouse movements then...

Rheinwehr Admiral Malexa Malte Wrote:
We make the rules, you follow them.
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Offline RmJ
07-15-2011, 08:59 AM,
#35
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Posts: 2,092
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Joined: Mar 2008

I think I forgot to laugh at this one when I read the OP before. But..without...further delay..

AHAHAHAHHHAHAHAHAHHAHAHAHAHHAHAHAHHAHAHAHHA!

I laugh because it is something never to be done.

[Image: CrlBx.gif]
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Offline Friday
07-15-2011, 09:00 AM, (This post was last modified: 07-15-2011, 09:08 AM by Friday.)
#36
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Posts: 1,897
Threads: 76
Joined: Aug 2007

To be sure, the only reason I suggested this is I remembered my old days of playing Mechwarrior - which had the option of Group Fire or Chain Fire (all automated)...

EDIT: Oh, and you can laugh as much as you like. One can argue that missiles dont require skill so they should all be dumb-fire weapons - or that Freelancer's auto-aiming also detracts from the skill required to aim weapons, so we should remove that.

The simple fact is that manual chainfiring is a workaround designed to SIMULATE a feature that doesnt exist in-game - the ability to stagger the firing action of weapons. Yet this feature exists in any number of game and real-world environments.

Hell - it might even help speed up those hour-long snubfights...

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Offline RmJ
07-15-2011, 09:02 AM,
#37
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Posts: 2,092
Threads: 161
Joined: Mar 2008

Yes it would be...nice...


but I cannot see anything being done to enhance the process as it stands today.


How many people chain fired in 483? >_>

[Image: CrlBx.gif]
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Offline Friday
07-15-2011, 09:11 AM,
#38
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Posts: 1,897
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Joined: Aug 2007

' Wrote:Yes it would be...nice...
but I cannot see anything being done to enhance the process as it stands today.
How many people chain fired in 483? >_>

Never thought the Powers that Be would consider Turret Steering, or Turret Zoom, or players undocking from other players ships.

But it seems they are indeed considering new tactical options for gameplay. The more options we have as players the better.

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Offline RmJ
07-15-2011, 09:27 AM,
#39
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Posts: 2,092
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Joined: Mar 2008

Well.... er never thought turret zoom was all that important....but Turret Steering has been a need for a loong long time.


But this seems to be less on the important scale there are ways to conduct chain firing.


But be that day when the dev's have time to work on chainfire you can come back to this thread and make me eat my own words.

:D

[Image: CrlBx.gif]
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Offline Friday
07-15-2011, 09:39 AM,
#40
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Posts: 1,897
Threads: 76
Joined: Aug 2007

And to think I mostly use 8.33 guns myself;)

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