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HorstRabe
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Trigger Savety....

on Mon 03 Aug 2009, 11:21
I think its very dangerous to trigger savety. NO marine would just stand there and let the zombies eat him. i think marines should know some defense taktics, that are used when they have triggered savety (only meele and about 20dmg). NOT COMBAT KNIFE,- only to defend himself while throttled. now you cant tell me, that that sounds unrealistic! Wink
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Pilgrim
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Re: Trigger Savety....

on Mon 03 Aug 2009, 14:32
I know it's highly unconventional, but trigger safety actually made the writing of the Zombie Database a LOT easier. Not being able to shoot meant I had as long as I liked to either snap a photo or write down the statistics of a zombe- a feat which would have been near impossible without the safety feature.

Of course, there are other practical uses as well: by not shooting at zombies, you greatly decrease the risk of drawing attention to yourself, allowing for the chance to navigate the map with little trouble. It also helps when a group is trying to lure a boss onto some expllosives or whatnot- because the aggro system in DOTD draws creatures towards the shooter, you wont run the risk of luruing the fatty/ceberus/etc the wrong way. Granted, the times one uses safety are few, but I think the constitute its use.
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s3rius
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Re: Trigger Savety....

on Mon 03 Aug 2009, 14:59
Trigger Safety (with Combat Knife) is great for Sniper who can't attack enemies that are too close.

And as Pilgrim said, you can use it not to get aggro. Good for someone who's scouting.

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HorstRabe
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Re: Trigger Savety....

on Mon 03 Aug 2009, 15:12
hmmm right... but assault classes are maybe better trained in defense tackiks ;P
i think rifleman, m-gunner and assaultman could kick a zombies ass!
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Sath
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Re: Trigger Savety....

on Mon 03 Aug 2009, 15:27
is that possible to have the ESC bouton used for trigger safety ? so u can trigger it with shorcut whatever ability tab is open .
btw using a lil icon on the an attachment head or arm of the marine to visually see if its ON or OFF
that would change radically the gameplay if you are using a lot of your abilities / item / movement all in a row , like a sort of combot

eg: esc,abil1,abil2,item1,point move,run,esc

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Eulogy
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Re: Trigger Savety....

on Mon 03 Aug 2009, 20:58
yeah exactly. Now I view trigger safety as the hand-to-hand combat ability SFF cause it activates a 200-250 (not sure of exact damage) combat knife.. which is a defensive skill. Smile
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s3rius
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Re: Trigger Savety....

on Mon 03 Aug 2009, 22:22
DarkSath wrote:is that possible to have the ESC bouton used for trigger safety ? so u can trigger it with shorcut whatever ability tab is open .
btw using a lil icon on the an attachment head or arm of the marine to visually see if its ON or OFF
that would change radically the gameplay if you are using a lot of your abilities / item / movement all in a row , like a sort of combot

eg: esc,abil1,abil2,item1,point move,run,esc
Pressing ESC would close whatever ability tab (spell book) is opened. It'd also be bad for players who use ESC to close spell books (as myself).

....................
Anime is a prime example of why two nukes just weren't enough
Way to go, America!
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hammondo
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Re: Trigger Savety....

on Tue 04 Aug 2009, 01:48
s3rius wrote:

Pressing ESC would close whatever ability tab (spell book) is opened. It'd also be bad for players who use ESC to close spell books (as myself).

yeah i use esc all the time... otherwise i will get angry if i press d-s for the dreaded medals table.... beta 7 will rid us of that horrible "abillity" lol
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Tamer
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Re: Trigger Savety....

on Tue 04 Aug 2009, 06:26
s3rius wrote:Pressing ESC would close whatever ability tab (spell book) is opened. It'd also be bad for players who use ESC to close spell books (as myself).

That's not really an appropriate answer IMO. There is a detailed idea along a proposition to implement it, you (apparently) reject the idea because the proposed implementation would not work...that is just not sufficient! (I said "apparently" because you said nothing of it, which is short of not considering it!)

Anyways, I totally support the idea, trigger could definately take up one of the main 4 skill "slots" and have it's own shortcut (I guess it already does have one, but whatever). It's not like if a passive ability really needs to be shown there =­> talking about the 4 main class abilities showing in the primary interface. Those passive abilities could be shown only in the "D" abilities' sub-interface (I don't remember the proper name, sorry), I think crit strike is already there anyway.


What would be even better is if I we could PICK the ability that would take up the 4th slot (or in the case of classes like the engineer, 3rd and 4th slot). I think that would be a pretty damn nice addition to gameplay!
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Karthis
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Re: Trigger Savety....

on Thu 27 Aug 2009, 15:49
Trigger Safety is also great for idlers and leavers.

Putting trigger safety on means the unit in question won't fire, and therefore won't run out of ammo in the current clip. As long as the idler or leaver doesn't run out of ammo and doesn't have to reload, they will follow another unit for forever (or till they die). I find it extremely useful to use a player as a pack mule. I stuff extra things I find with them, and I have them at any time.

It is also very useful if you need to step away for a minute or so, and attach your player to another user.
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X.Terror.X
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Re: Trigger Savety....

on Fri 28 Aug 2009, 13:47
Karthis wrote:Trigger Safety is also great for idlers and leavers.

Putting trigger safety on means the unit in question won't fire, and therefore won't run out of ammo in the current clip. As long as the idler or leaver doesn't run out of ammo and doesn't have to reload, they will follow another unit for forever (or till they die). I find it extremely useful to use a player as a pack mule. I stuff extra things I find with them, and I have them at any time.

It is also very useful if you need to step away for a minute or so, and attach your player to another user.


they wont auto follow you if he sees a target the first order is "Stop" so he ignores the follow order trigger savty on or off thats why u rly need to control 2 units togetter and if the target is empty and u move with A if the ysee one they want to shoot they often stay trying to attac kthe target if hes walking bit behind u need to order him normal move but ur hero will normal too so in otherwords u better start clicking any unit u see isntead moving with A

its quite anoying if u get what i mean
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BurnCruise
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Re: Trigger Savety....

on Sat 29 Aug 2009, 02:07
Terror is right. A unit that has the safety on wont follow, and a unit with the safety off will run out of ammo then stop following. Basically makes the safety near useless.
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PiscisKnight
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Re: Trigger Savety....

on Sat 29 Aug 2009, 03:22
I've never used in my life trigger saf.

Consider it useless anyway u see it :/

Moreover, always someone can spare at least one clip for the moment -_-
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Eulogy
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Re: Trigger Savety....

on Sat 29 Aug 2009, 06:20
hmm i've actually never had a situation where they stop following after trigger safety is put on... a few reasons to stop is 1) reload (trigger safety eliminates this) 2) Level Up. 3) Loss of vision of the unit you are following and 4) Death.

Seeing a unit does not make you stop patrol following a unit.
(Patrol Follow is essentially what you are doing when you follow another unit)
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X.Terror.X
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Re: Trigger Savety....

on Tue 01 Sep 2009, 20:32
i think u need to replace it anyway the bug about u cant let the leavers auto follow you u cant fix but i think its good too replace the ability by camping ability

+ vision range + attack range + 5% damage? - movespeed ofc [i think newbs will die if u make the movespeed 0 Razz also i think marksman gets imba on this with his crits and tactical stance though but i think its realistic

its good for camping a bit and makes defending at gangs bit easyer the only pronblem is u need to hit ur spellbook first ^.^
[can be also a ranked ability]
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Re: Trigger Savety....

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