Valve read this and take heed, please.

Tamer17 said:
In Bugbait the OICW has a scope as the secondry fire.
Who said it was the seconday fire? It might just be a scope button.
 
If I recall right , he enters to a green scope mode.

There is no scope button , it's a zoom button, as shown in the Lab vid.
 
Omg, this just reminded me that HL2 is awesome!

And it's a really old build too!

I love how like, wet areas of the pavement shimmer as you walk past them, and the windows look so real... in fact I love it all :D
 
Abom said:
Who said it was the seconday fire? It might just be a scope button.
Or maybe even a Tetiary fire.

OICW is after all a superweapon, so it would seem a little odd if you could only throw grenades with it. But then again, nightvision will probably not be an issue, thermal imaging can't be used because you can't shoot through walls.

But then there are the other grenades that could follow with it, that might be useable.

i'd still wanted to see a XM8 with moddable features. I was a total fan of Gunman.
 
Emm.. I just the BugBait video , and he doesn't use the secondry fire button or any scope button . I was sure that one of the videos showed the secondry fire mode of the OCIW.
 
Never had any problems with nades in your normal weapon slot's. I never liked grenades the Quake 2 style (under the button "g")
 
unless gordon is ambidextrous (sp?) any secondary toss like that would be a sissy toss because his good arm is occupied. The throwing of nades like that in games, while convenient, bothers me because it flies as if it was launched from a hip mounted baseball pitching machine. If it is in games it should be thrown much worse than if you actually switched to the weapon and used your good arm.
 
Well,

I play mostly (only!) SoF2 and the nades on that are classed as a seperate weapon, in that you have to put away the gun to use them. It works great and gives the MP game a good balance. To get around the selection issue, I have middle mouse button to select grenades, mousewheel cycles through guns and the two buttons for primary and secondary fire (for throwing / rolling of grenades).

Having nades as a seperate button that can be pressed while shooting just leads to a decline in tactics and an increase in noob-nading (much like you get with the M203 attached to the M4).

Just my 2p.
 
I agree with arma.

Randomly spamming nades out of your chest while simultaneously firing a machine gun is ridiculous. Plus you miss out on the pretty pin pull and throw animations.
 
Mr-Fusion said:
Probably the worst suggestion i've ever read in my long history of reading forums.

But ...yeah WTF?
:cheers:

Uhm... Worst? How long is that history of "reading forums"? Not long I'd imagine...

I think it's a rather good question/suggestion to Valve. The feature will certainly come in handy. Much nicer just to press a key and throw a 'nade instead of rolling through your massive arsenal of weapons and acidentially skip the grenade and instead end up with the crowbar! Worst suggestion ever? Fat chance mutha******, as some say :-P

Furthermore, instead of a grenade just flying from your chest, you could do animations. Sure it'll take some time to design it properly with each weapon, but I would imagine it's just a bit of trivial work for Valve.
Example: You encounter a crowd of combines, you press your "grenade key" and Gordon takes a grenade out, pulls the pin and throws the goddamn thing at the bastards while holding his gun in the other hand (pulling the pin with the gun hand isn't impossible). Had he held the RPG though, it would be another case. But hey, why use a grenade when you have a laser-guided rocket at your disposal?
 
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