Look, my wow characters would have like 90 keybinds and I was a duelist level player so like, I can use huge UI's. It's not about that. It's just so clunky and annoying to have a swap button instead of just 2 grenade buttons. Like that's just terrible design. The game is so great and when you get warmed up, feels so intuitive and smooth - except for having to swap grenades. It feels like it just puts an annoying block into the moment. Instead of just pressing a button, I have to see which one I'm on, then switch, then press a button. It's not rocket science, but it's just so unnecessary. It's the same amount of buttons, just without that thought process which in a game this fast, can make you feel like you're grinding to a total halt - even if it's just an instant to switch.
I even tried to look for a script so I can throw them just with one click. Something quite unnecessary because, as you said, there are just 2 types of bombs, so the button that you have to bind to switch between them could be used to bind one of the nades.
fallout 4 grenade button mod
This is a valid complaint about the game, but I feel like there is a critical aspect being overlooked here: trading the 'Swap Grenades' button for one of the grenade types means reducing the number of keystrokes involved in using Grenades and Ice Bombs. You may be thinking 'well yeah, that's the point', but what you're not taking into account is that it increases the potential stopping power of the player, especially when you're talking about a fully upgraded arsenal and full Praetor token wheel. In that case, the Ice Bombs allow the player to do extra damage, freeze enemies for longer, and produce health drops when frozen enemies are damaged, coupled with the fact that grenades spawn scatter bombs with every enemy they kill and are a *guaranteed* falter. This in turn would mean the game needs to be counterbalanced to account for the change.
This may not seem significant, but what's the delay between switching to a grenade type and being able to use that grenade type? Probably miniscule, maybe even less than .25 seconds, if there is even a delay at all. But in Doom Eternal, a fraction of a second can be an eternity, and removing that delay would have ripples throughout the gameplay. This is especially true when it concerns something that is a potential 'panic button' for the player, i.e., anything that can stop the AI in it's tracks during tight moments. Monitoring which type of bomb is active at all times is another way the game makes you strategize, instead of merely allowing you to mash two buttons simultaneously in the middle of a blind panic, hoping that one of the buttons holds the key to your salvation.
Also, I do spam "switch+throw+switch+throw..." quickly when I'm in a desperate situation, but not because I want to, but because I don't know what I'm going to throw. Being able to instantly know what type of nade you're throwing would encourage specific uses. So, for example, if you want to throw the ice bomb, you'll throw it with its dedicated button instead of spamming until you see you threw it. There are just a few occasions in which we can switch, then look what we are going to throw and then throw it. Most of the time is trial and error: "oh, I threw a bomb. I didn't want to do that. I switch and now I throw an ice bo... I died". Also, I wouldn't say that this change would let us save a substantial amount of time, considering the spamming strategy that (I'm quite sure) most of us follow in those situations.
Forcing the player to use more inputs than is actually necessary to perform a simple action is just dumb no matter which way you slice it, same with not showing the player the cooldown status of both grenades at the same time even though the HUD is crammed with a million other things that are much less important. Balancing a game by making inputs more convoluted would be the most misguided thing you could possibly do, it's like the people who say survival horror games are scarier when you have tank controls because it's harder to run away, at the minor cost of making literally every single other movement task in the game a pain in the ass. Be serious now.
Whether or not the game should have been designed with grenade swap is beside my point; it *was* designed that way, and has had multiple DLC expansions, Master Levels, Battlemode and a Horde Mode released with that feature intact. If you're not factoring how it would affect the balance of those things into your consideration, you aren't having a serious discussion about the topic.
Also, I do spam "switch+throw+switch+throw..." quickly when I'm in a desperate situation, but not because I want to, but because I don't know what I'm going to throw. Being able to instantly know what type of nade you're throwing would encourage specific uses. So, for example, if you want to throw the ice bomb, you'll throw it with its dedicated button instead of spamming until you see you threw it.
Excellent points. I think this is the most compelling argument I've seen in favor of having dedicated grenade buttons. Any change that would incline players to use equipment more strategically and as less of a 'panic button' would be a good change that goes in the direction of Doom's intended design.
Withthe integrated FPS Grenade Hotkey Mod you will be able to throw anytype of grenade and automatically switch right back to your previousweapon with the press of a single button. A seperate hotkey allows youtoggle through the grenade type you are throwing without having to gointo the inventory!
To togglebetween the kind of grenade you wish to throw, hit the Grenade ToggleHotkey (default H). You will automatically only toggle between grenadesthat you actually have in your inventory. If you have no grenades atall in your inventory and pick up one, you will automatically toggle toit. Also should you run out of grenades of the current type you haveactive, you will automatically toggle to the next available grenade!
But it gets more interesting from there. If you want to reload, you'll have to mimic the action of reloading by pantomiming adding a new clip to your firearm. So with a revolver you'll actually have to unlatch the barrel, flick it over, empty the clips, pretend to put in new ones and flick the chamber closed again. Sure this is way more cumbersome than tapping a button, but it's also a whole lot cooler.
You can also toss grenades in an arch by holding a trigger and miming a throwing motion. This looks a lot trickier than simply hitting a button to toss it in an already marked arch, but there are advantages to this. For example, you can run in one direction while throwing a grenade in another. You can't do that with a dual analogue setup now, can you?
Default settings g - throw grenade (tap, or press and hold) h - swap grenade types (tap) h - menu system (press and hold) c - melee attack (press and hold) x - melee weapon swap Customizing Grenade Lists You can add custom grenades from 3rd party mods with the following steps: Equip the grenade you wish to add.
Firstly my Project Nevada grenade "G" key is not working as expected. I can see the current throwable object selected in the HUD. I press and hold "G" and I see the current weapon go away. The throwable (dynamite in this case) appears briefly but I don't get the activate sound (zippo lighter noise) and when I release "G" the throwable is just put away and the main weapon reappears.
Only two things have happened today which may have an impact on this. One is that I have obtained Willow's Deluxe villa in Novac and used the Sortomatic to put all weapons away. I did remember to pick up some dynamite but may not have actually selected it with "H" before trying "G". The other is that I have changed my mouse from a no-name mouse to a Razer Deathadder (Left Handed) and this did cause some issues. First I have swapped the two buttons round in Windows so that the left one is LMB and the right one is RMB (it is a left handed mouse so they were reversed). The other issue was that the Razer Synapse 2.0 software tried to install and my anti-virus wigged out and gave a false positive for a Trojan (the Razer Synapse tracks mouse clicks so triggered the Anti-virus). I have currently deinstalled the remains of Razer Synapse and have scanned for malware and am clean.
I have taken PPA (and Ambient Temperature) out for this playthrough so there is no conflict there. The RMB and grenade hotkey was working fine two nights ago but then I arrived at Novac and used the sorter as well as change the mouse on the same day. I can understand the mouse upsetting the LMB/RMB keys but not the grenade issue.
I will check the keys for grenades but I can see the dynamite appearing in the right hand - it just doesn't light and throw. There are a few suggestions I found to do with disabling mods, saving and re-enabling as well as resetting a quest. I will check a clean (or early) save and see.
Despite using the Win8 "swap primary/secondary buttons" feature of the Win8 drivers, FNV was confused over which button was which. With the buttons swapped in Win8 so that LMB was Button 1 and RMB was Button 2, FNV got confused. LMB fired and RMB aimed but it was the other way round in certain menus. Some MCM sub-menus still read Button 1 and Button 2. Others read LMB and RMB.
The issue stems from the fact that I am left-handed but have always used an Ambi mouse so am used to left button being button 1. I have been using mice this way for 30-odd years and it is deeply ingrained. The new mouse is a genuine left-handed mouse with button 1 = forefinger, button 2 is middle finger.
The Little Friend's real selling point is its integral grenade launcher, which is permanently attached to it and can be switched to on the fly for quick crowd control, or to quickly deal with oncoming police units when the rifle has to reload. The launcher itself is technically a clone of the GL40 scripts, dealing 1300 damage. However, it has a third of the reserve ammunition (putting it at 2 total grenades) and a lower pickup rate. While it has only one shot per reload, it has a fast fire rate, allowing it to make good use of Swan Song Aced or Bulletstorm to output a large amount of damage in a small amount of time. 2ff7e9595c
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