Another revive since its still a thing that i would love to have ingame, now that we get more huge weapons and engineers.
The idea was basically to change from the current "one buttonpress = fire all weapons assigned to it" to "hold button to fire the assigned weapons one after another" (Psycho Romeo mentioned that its called Ripple Fire, so i will use that)
So currently a setup with 4 cannons looks like this
Hold Button
The Ripple Fire would look like this
Hold Button
Kinda like this here:
https://www.youtube.com/watch?v=zYSbhT5SzAY
Thats a macro that i just found while looking for an example, so its practical use is kinda limited.
The easiest way to calculate the timing between each shot would be the individial rate of fire for each weapontype divided by the amount of weapons in the same group.
So if a weapon has a rof of one shot per second, and you have 2 of these weapons, you would have 0.5s delay between the shots. 4 weapons reduce the delay to 0.25s and so on.
then you get a symetrical firepattern.
so you had exactly 1s delay, enough time for the first weapon to reload.
In a firegroup with different weapons each of them would count individually.
So if you have 2 cannons and 2 lasers, the cannons would apply the ripple unaffected by the values of the lasers.
so you end up with a cannonshot every 0.5s and a laser every 0.25s
Old version (a bit more complicated with customized grouping)
The idea was basically to change from the current "one buttonpress = fire all weapons assigned to it" to "hold button to fire the assigned weapons one after another" (Psycho Romeo mentioned that its called Ripple Fire, so i will use that)
So currently a setup with 4 cannons looks like this
Hold Button
Fire | Loading |
All 4 Cannons fire | - |
- | All 4 Cannons reload |
All 4 Cannons fire | - |
... | ... |
The Ripple Fire would look like this
Hold Button
Fire | Loading |
Cannon 1 Fires | - |
Cannon 2 | Cannon 1 |
Cannon 3 | Cannon 1, 2 |
Cannon 4 | Cannon 1, 2, 3 |
Cannon 1 | Cannon 2, 3, 4 |
Cannon 2 | Cannon 3, 4, 1 |
... | ... |
Kinda like this here:
https://www.youtube.com/watch?v=zYSbhT5SzAY
Thats a macro that i just found while looking for an example, so its practical use is kinda limited.
The easiest way to calculate the timing between each shot would be the individial rate of fire for each weapontype divided by the amount of weapons in the same group.
So if a weapon has a rof of one shot per second, and you have 2 of these weapons, you would have 0.5s delay between the shots. 4 weapons reduce the delay to 0.25s and so on.
then you get a symetrical firepattern.
Cannon 1 |
0.5s delay |
Cannon 2 |
0.5s delay |
Cannon 1 |
so you had exactly 1s delay, enough time for the first weapon to reload.
In a firegroup with different weapons each of them would count individually.
So if you have 2 cannons and 2 lasers, the cannons would apply the ripple unaffected by the values of the lasers.
Cannon 1 | Laser 1 |
0.5s | 0.25s |
... | Laser 2 |
Cannon 2 | 0.25s |
0.5s | Laser 1 |
... | 0.25s |
Cannon 1 | Laser 2 |
so you end up with a cannonshot every 0.5s and a laser every 0.25s
Old version (a bit more complicated with customized grouping)
Just wanted to dig this topic out to refine it a bit more.
After my ideas to change missiles and mines, i thought i could think about the singleshot guns again.
Current Singleshot Guns
Pulse Laser
Burst Laser (3x burst)
Cannon
Missile Rack
Torpedo
Railgun
Explanation:
Currently we can set two buttons per group, right?
And as soon as you press the button, all the weapons assigned to it will fire, and as soon as they are ready again they fill fire again.
My issue with this is the following.
Cannons for example have a high miss ratio because you fire them all at once, and after that you have to reload all of them at the same time.
Thats meh.
So, how about this:
Lets take the asp as an example, because it can carry 6 weapons
So, basically just another bar where you can set a number that is based on your total amount of equipped weapons types.
So in this case we have 2 Medium Cannons and 4 Small Cannons.
Why that?
Well...if weapons have different rates of fire, the whole system would turn into a mess, you will hopefully understand that with the following examples.
The calculation time would be easy. Since only weapons of the same type can be in the same group, you can easily calculate the RoF
For example:
A small cannon has 1s cooldown.
You have 4 cannons.
That results in 4 shots per second
So, you could either
fire 4 Cannons every second
or
fire 1 Cannon every 0.25 seconds
both would result in the same rate of fire
For every weapon in the same fireorder it would simply divide RoF/Amount - so in this case
1shot/s
----------- = 0.25shots/s
4
So for the case above it would look like this:
You could also them them in another pattern, how about pairs?
How about an Asymetrical pattern?
Or how about all at once (so how it is right now)?
What about a third Weapon type?
After my ideas to change missiles and mines, i thought i could think about the singleshot guns again.
Current Singleshot Guns
Pulse Laser
Burst Laser (3x burst)
Cannon
Missile Rack
Torpedo
Railgun
Explanation:
Currently we can set two buttons per group, right?
And as soon as you press the button, all the weapons assigned to it will fire, and as soon as they are ready again they fill fire again.
My issue with this is the following.
Cannons for example have a high miss ratio because you fire them all at once, and after that you have to reload all of them at the same time.
Thats meh.
So, how about this:
Lets take the asp as an example, because it can carry 6 weapons
Weapon | Firebutton | Activation Group |
Medium Cannon 1 | 1 | 1 |
Medium Cannon 2 | 1 | 1 |
Small Cannon 1 | 1 | 1 |
Small Cannon 2 | 1 | 1 |
Small Cannon 3 | 1 | 1 |
Small Cannon 4 | 1 | 1 |
So in this case we have 2 Medium Cannons and 4 Small Cannons.
Why that?
Well...if weapons have different rates of fire, the whole system would turn into a mess, you will hopefully understand that with the following examples.
The calculation time would be easy. Since only weapons of the same type can be in the same group, you can easily calculate the RoF
For example:
A small cannon has 1s cooldown.
You have 4 cannons.
That results in 4 shots per second
So, you could either
fire 4 Cannons every second
or
fire 1 Cannon every 0.25 seconds
both would result in the same rate of fire
For every weapon in the same fireorder it would simply divide RoF/Amount - so in this case
1shot/s
----------- = 0.25shots/s
4
So for the case above it would look like this:
Medium Cannon 1,2: 1 Shot per 2 seconds => 2 Cannons = 1 Shot per second | Small Cannon 1,2,3,4: 1 Shot per 1 Second => 4 Cannons = 1 Shot per 0.25 seconds |
Medium Cannon 1 shoots | Small Cannon 1 shoots |
wait 0.25s | wait 0.25s |
wait 0.25s | Small Cannon 2 shoots |
wait 0.25s | wait 0.25s |
wait 0.25s | Small Cannon 3 shoots |
Medium Cannon 2 shoots | wait 0.25s |
wait 0.25s | Small Cannon 4 shoots |
wait 0.25s | wait 0.25s |
wait 0.25s | Small Cannon 1 shoots |
wait 0.25s | wait 0.25s |
Medium Cannon 1 shoots | Small Cannon 2 shoots |
wait 0.25s | wait 0.25s |
wait 0.25s | Small Cannon 3 shoots |
wait 0.25s | wait 0.25s |
wait 0.25s | Small Cannon 4 shoots |
... | ... |
You could also them them in another pattern, how about pairs?
Weapon | Firebutton | Activation Group |
Medium Cannon 1 | 1 | 1 |
Medium Cannon 2 | 1 | 2 |
Small Cannon 1 | 1 | 1 |
Small Cannon 2 | 1 | 1 |
Small Cannon 3 | 1 | 2 |
Small Cannon 4 | 1 | 2 |
Medium Cannon 1: 1 Shot per 2 seconds | Medium Cannon 2: 1 Shot per 2 seconds | Small Cannon 1,2: 1 Shot per 1 Second => 2 Cannons = 1 Shot per 0.5 seconds | Small Cannon 3,4: 1 Shot per 1 Second => 2 Cannons = 1 Shot per 0.5 seconds |
Medium Cannon 1 shoots | Medium Cannon 2 shoots | Small Cannon 1 shoots | Small Cannon 3 shoots |
wait 0.5s | wait 0.5s | wait 0.5s | wait 0.5s |
wait 0.5s | wait 0.5s | Small Cannon 2 shoots | Small Cannon 4 shoots |
wait 0.5s | wait 0.5s | wait 0.5s | wait 0.5s |
wait 0.5s | wait 0.5s | Small Cannon 1 shoots | Small Cannon 3 shoots |
Medium Cannon 1 shoots | Medium Cannon 2 shoots | wait 0.5s | wait 0.5s |
wait 0.5s | wait 0.5s | Small Cannon 2 shoots | Small Cannon 4 shoots |
... | ... | ... | ... |
How about an Asymetrical pattern?
Weapon | Firebutton | Activation Group |
Medium Cannon 1 | 1 | 1 |
Medium Cannon 2 | 1 | 1 |
Small Cannon 1 | 1 | 1 |
Small Cannon 2 | 1 | 1 |
Small Cannon 3 | 1 | 1 |
Small Cannon 4 | 1 | 2 |
Medium Cannon 1,2: 1 Shot per 2 seconds => 2 Cannons = 1 Shot per second | Small Cannon1,2,3: 1 Shot per 1 Second => 3 Cannons = 1 Shot per 0.33 seconds | Small Cannon 4: 1 Shot per 1 Second |
Medium Cannon 1 shoots | Small Cannon 1 shoots | Small Cannon 4 shoots |
wait 0.33s | wait 0.33s | wait 0.33s |
wait 0.33s | Small Cannon 2 shoots | wait 0.33s |
wait 0.33s | wait 0.33s | wait 0.33s |
Medium Cannon 2 shoots | Small Cannon 3 shoots | Small Cannon 4 shoots |
... | ... | ... |
Or how about all at once (so how it is right now)?
Weapon | Firebutton | Activation Group |
Medium Cannon 1 | 1 | 1 |
Medium Cannon 2 | 1 | 2 |
Small Cannon 1 | 1 | 1 |
Small Cannon 2 | 1 | 2 |
Small Cannon 3 | 1 | 3 |
Small Cannon 4 | 1 | 4 |
Medium Cannon 1: 1 Shot per 2 seconds | Medium Cannon 2: 1 Shot per 2 seconds | Small Cannon 1: 1 Shot per 1 Second | Small Cannon 2: 1 Shot per 1 Second | Small Cannon 3: 1 Shot per 1 Second | Small Cannon 4: 1 Shot per 1 Second |
Medium Cannon 1 shoots | Medium Cannon 2 shoots | Small Cannon 1 shoots | Small Cannon 2 shoots | Small Cannon 3 shoots | Small Cannon 4 shoots |
wait 1s | wait 1s | wait 1s | wait 1s | wait 1s | wait 1s |
wait 1s | wait 1s | Small Cannon 1 shoots | Small Cannon 2 shoots | Small Cannon 3 shoots | Small Cannon 4 shoots |
Medium Cannon 1 shoots | Medium Cannon 2 shoots | wait 1s | wait 1s | wait 1s | wait 1s |
wait 1s | wait 1s | Small Cannon 1 shoots | Small Cannon 2 shoots | Small Cannon 3 shoots | Small Cannon 4 shoots |
wait 1s | wait 1s | wait 1s | wait 1s | wait 1s | wait 1s |
What about a third Weapon type?
Weapon | Firebutton | Activation Group |
Medium Cannon 1 | 1 | 1 |
Medium Cannon 2 | 1 | 1 |
Small Cannon 1 | 1 | 1 |
Small Cannon 2 | 1 | 1 |
Pulse Laser 1 | 1 | 1 |
Pulse Laser 2 | 1 | 1 |
Medium Cannon 1,2: 1 Shot per 2 seconds => 3 Cannons = 1 Shot per second | Small Cannon 1,2: 1 Shot per 1 Second => 2 Cannons = 1 Shot per 0.5 seconds | Pulse Laser 1,2: 1 Shot per 0.5 Seconds => 2 Lasers = 1 Shot per 0.25 seconds |
Medium Cannon 1 shoots | Small Cannon 1 shoots | Pulse Laser 1 shoots |
wait 0.25s | wait 0.25s | wait 0.25s |
wait 0.25s | wait 0.25s | Pulse Laser 2 shoots |
wait 0.25s | Small Cannon 2 shoots | wait 0.25s |
wait 0.25s | wait 0.25s | Pulse Laser 1 shoots |
Medium Cannon 2 shoots | wait 0.25s | wait 0.25s |
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