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Autofire .. For Skills.

noneusesthisonenoneusesthisone Member Posts: 0 Arc User
I am sure this has been pushed around more often than many care but.

Considering the heated debate about the changes to EPt skills I keep remembering how much button mashing and timing of said button mashing has to be done with some classes. This is not for say spike damages, or other non cyclical timings but more of say EPtS. We are Captains correct (ship commanders). Why aren't we delegating some of these tasks to say our officers? Skills should have the same abilities as weapons. We can set them to autofire, why not the same for abilities? The order at which they begin could be related to their order on the skill bar, or other type mechanic. It would be nice if we could give our tanks, and or our healers the ability to not need to focus on timing sequences and more of a chance to do their desired roles. You know, draw hate, or . . . heal or something.

We have Bridge Officers, lets use them!

-N
Post edited by noneusesthisone on

Comments

  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    Smart use of Powers and being able to time them is a mark of skill. We're not going to see autouse options for powers.

    That said, you can make a keybind to cycle a power as fast as possible. For example, here is the keybind I use to cycle 4x EPtX in my 4th power row, as well as equally distribute shields.

    /bind space "+TrayExecByTray 3 0 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 3 2 $$ +TrayExecByTray 3 3 $$ +Power_Exec Distribute_Shields $$ GenSendMessage HUD_Root FirePhasers"
  • noneusesthisonenoneusesthisone Member Posts: 0 Arc User
    edited April 2013
    I have been around a long time. I am not at all new to being able to do either complicated or repetitive clicking, I am not new to scripts or other such abilities. I have a keyboard that will do that for me if I wish.

    I am talking about the people that don't wish to have to do that. Timing of SOME abilities is the mark of skill, repetitive mashing of a button is NOT the mark of skill. I am saying that let a player determine what they want to be considered skillful and what is to be determined as gratuitous button mashing.

    Your reply could also apply to weapons. Timing your weapons to coincide with the current status of your target is a great mark of skill. How many people throw ALL of their weapons on autofire and mosey on? If every button press is to be a mark of skill then why not remove autofire for weapons?

    So no. I disagree, either writing scripts to get around the button mashing (what you have done) or using hardware to do so, or just saying man up are all simplistic and useless replies and doesn't solve the issue. If my Bridge Officers are just planting their butts and keeping the seats warm what good are they? How do you rationalize them having skills but the commanding officer being the one operating all the systems? If they are bright enough to learn a complicated skill they are bright enough to be told what to do and let them DO it.

    -N

    (don't let my 1 post count distract you, I have been here since day 1 as a lifer. I also decided to abandon the boards with all the shifting and creating new accounts etc)
  • cpc2011acpc2011a Member Posts: 0 Arc User
    edited April 2013
    You know, I like the idea. I doubt they'd ever implement such a thing, but it's a great idea. I'm currently using not my keyboard, but my flight controller for "macros" or in this case key press cycles. One other thing that would be nice to see as a cruiser jockey is a firing pattern option for my beams lol. I've tried a couple times to get a macro work around going but lost interest. Just would be nice to do a 1-8 beam cycle, or two (one fore/aft) firing 4 times. I may just look back into that later...oops sorry I got off topic here

    Yes I think that some of the boff skills should be delegated, but I also think they should have activation options such as (example)"shields below 25% - activate RSP". Some sort of trigger options I guess, not just when the cooldown is reset.
  • noneusesthisonenoneusesthisone Member Posts: 0 Arc User
    edited April 2013
    I have played games where having 'triggers' was an option as well, but I can see THAT as being arguable. I see having skills being able to be automated on cool down as more or less a no brainer. Having triggers steps into the 'player skill' area, while nice isn't really a big deal. Its like timing your torpedoes to coincide with shields dropping.

    But, I would love to hear an official reason why utilizing bridge officers to do their jobs (regarding putting skills on 'autofire') would be a bad thing.

    -N
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited April 2013
    Because, quite frankly, the PvE is already a faceroll. I don't think we need to coddle players with auto-use options for powers.

    So they have to click buttons. How terrible. Deal with it. If you auto-fire powers in a PvE situation, you literally can just sit back and stare at the screen. What the hell is the point of playing if you don't actually have to do much of anything?

    Besides, if you want to 'autofire', there's already a partial option for that. Use keybinds and know your keyboard.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • xantrisxantris Member Posts: 0 Arc User
    edited April 2013
    I am sure this has been pushed around more often than many care but.

    Considering the heated debate about the changes to EPt skills I keep remembering how much button mashing and timing of said button mashing has to be done with some classes. This is not for say spike damages, or other non cyclical timings but more of say EPtS. We are Captains correct (ship commanders). Why aren't we delegating some of these tasks to say our officers? Skills should have the same abilities as weapons. We can set them to autofire, why not the same for abilities? The order at which they begin could be related to their order on the skill bar, or other type mechanic. It would be nice if we could give our tanks, and or our healers the ability to not need to focus on timing sequences and more of a chance to do their desired roles. You know, draw hate, or . . . heal or something.

    We have Bridge Officers, lets use them!

    -N

    The macro system is incredibly robust. Learn to use it and its not an issue.
  • darimunddarimund Member Posts: 318 Arc User
    edited April 2013
    xantris wrote: »
    The macro system is incredibly robust. Learn to use it and its not an issue.

    is it robust enough to say... direct HY torpedoes to a particular launcher and Torpedo Spreads to a different one? Or robust enough to toggle beam overload on a particular beam instead of a random one?

    if you can make a silly string of dumb fire triggers do that, consistently, all while continually firing said weapons, I will tip my hat to you sir.
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    How many people throw ALL of their weapons on autofire and mosey on?
    Only torps really suffer from autofire issues, however, If you use 3x Torp Doffs, autofire + torps becomes a virtual non issue.
    If every button press is to be a mark of skill then why not remove autofire for weapons?
    Because its no different than constantly tapping space bar.

    Not allowing a toggle state is an arbitrary decision. On the one hand, they could do it, but have to design future powers such that autouse doesn't lead to something being OP. On the other hand, they could disallow and not have to worry about balancing around autouse. Cyrptic decided to make the future easier rather than give more utility to the present.
    If my Bridge Officers are just planting their butts and keeping the seats warm what good are they?
    They are the ones who know how to create the effects of their powers, and are the ones that actually cause those effects to happen. Clicking on your Torp High Yield or Gravity Well isn't YOU doing it, its you issuing an ORDER.
  • skurfskurf Member Posts: 1,071 Arc User
    edited April 2013
    darimund wrote: »
    is it robust enough to say... direct HY torpedoes to a particular launcher and Torpedo Spreads to a different one? Or robust enough to toggle beam overload on a particular beam instead of a random one?

    if you can make a silly string of dumb fire triggers do that, consistently, all while continually firing said weapons, I will tip my hat to you sir.

    I think you could do that. Just set up a tray with high yield, followed by the particular torp launcher you want to use, followed by high yield. Set up another tray with torp spread the same way. Then instead of using space to fire you use which ever keybind you have assigned for those three slots of the tray. You could do the same thing with the beam overload. You just have to stop using space (fire all weapons) during the time you want to fire your specific boff power + particular weapon, and instead use the key you assigned for the tray...say "g" or "shift+space" or whatever. The downside is that your other weapons will be inactive for a short period during this time.
  • millimidgetmillimidget Member Posts: 0 Arc User
    edited April 2013
    That said, you can make a keybind to cycle a power as fast as possible. For example, here is the keybind I use to cycle 4x EPtX in my 4th power row, as well as equally distribute shields.

    /bind space "+TrayExecByTray 3 0 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 3 2 $$ +TrayExecByTray 3 3 $$ +Power_Exec Distribute_Shields $$ GenSendMessage HUD_Root FirePhasers"
    Is this using in-game coding, or are you using some sort of 3rd party software?
    "Tolerance and apathy are the last virtues of a dying society." - Aristotle
  • atatassaultatatassault Member Posts: 1,008 Arc User
    edited April 2013
    Is this using in-game coding, or are you using some sort of 3rd party software?
    Enter the second part of my post into the chat box as a direct copy paste; Its part of the Cryptic Engine.
  • millimidgetmillimidget Member Posts: 0 Arc User
    edited April 2013
    Its part of the Cryptic Engine.
    That's what I wanted to know.

    Kudos to them for finding and copying one of those WoW improvements that actually works. Most developers can't even manage that much.
    "Tolerance and apathy are the last virtues of a dying society." - Aristotle
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    This content has been removed.
  • hravikhravik Member Posts: 1,203 Arc User
    edited April 2013
    Just have an "I Win" button. Just click it and instantly be leveled to max level, receive all accolades and titles and top end gear.

    You mean I would actually have to click a button? Ugh, can't I just log in and get it all as soon as I appear?
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited April 2013
    Maybe Cryptic could start to offer "iwin" button for purchase, let's say 1000 ZEN. Or perhaps make it a veteran reward for 3000 days.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • theraven2378theraven2378 Member Posts: 6,016 Arc User
    edited April 2013
    Do I consider auto-fire lazy, from what I've read so far on this thread, I would agree 100% on timing your abilities is an art-form, but it is very much possible, however the amount of times I've seen auto-fire blow an optional on stfs has put me off using it.

    Auto-fire has a time and place, but if people learnt fire discipline, wouldn't things be better?, spam the auto-fire if you want to, but fire discipline will always rule the day.
    NMXb2ph.png
      "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
      -Lord Commander Solar Macharius
    • bluegeekbluegeek Member Posts: 0 Arc User
      edited April 2013
      I agree that not every BO power should be capable of autofire.

      Heals and buffs, for example. Also AoE powers and powers that modify weapon attacks. These should not autofire.

      There are, however, a small number of "damage" powers that are single-target and/or have narrow arcs of effect. They are, in essence, part of the ship's arsenal and I see no good reason why they shouldn't have an autofire option if the captain chooses to use them that way.

      Some examples:

      Boarding Party (Which might actually be almost useful as an autofire...)
      Aceton Beam
      Tachyon Beam

      But since there are so few powers that might be reasonable as autofire, it may not be worth Dev cycles to implement them.
      My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
      Link: How to PM - Twitter @STOMod_Bluegeek
    • grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
      edited April 2013
      I am sure this has been pushed around more often than many care but.

      Considering the heated debate about the changes to EPt skills I keep remembering how much button mashing and timing of said button mashing has to be done with some classes. This is not for say spike damages, or other non cyclical timings but more of say EPtS. We are Captains correct (ship commanders). Why aren't we delegating some of these tasks to say our officers? Skills should have the same abilities as weapons. We can set them to autofire, why not the same for abilities? The order at which they begin could be related to their order on the skill bar, or other type mechanic. It would be nice if we could give our tanks, and or our healers the ability to not need to focus on timing sequences and more of a chance to do their desired roles. You know, draw hate, or . . . heal or something.

      We have Bridge Officers, lets use them!

      -N

      I allready posted this a year ago if it would be posible to set it on automatic so you couldd concentrate a bit better on flying but the only responce I get that players would love it to have it but never a response from a Dev with it was a good idea or just a bad one.
      Yes one said to me you could program keys like when pressing spacebar you could fire and heal at the same time.
      It was so much work I rather have an automated thing to pick friendly targets to heal so I could do the fighting,
      I mean program the keys but you still have to select an target to heal and I find this not easy, so I agree we have BO let them do somthing else then disturb cloak or have slow timers all the time same as in ground battle they can heal us if there not fired upon so why not in space ??
      Hopoe for those who reccoment this like me a dev see this and bring it to the table for a plan to set up....

      Greets
      [SIGPIC][/SIGPIC]

      "Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
    • grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
      edited April 2013
      Sure, I can support this idea...

      In fact, I'll take it a step better. How about an auto play feature. Just click a button, sit back and watch your character automatically play the game with zero input from you...

      No wait... Here we go

      Just have an "I Win" button. Just click it and instantly be leveled to max level, receive all accolades and titles and top end gear.

      Come on. Most of this game consists of either hitting the F key or space bar. I like being able to put my ship weapons on auto fire, because I still have to manage my flight controls and special abilities to get the best results. I want to play the game and be involved with most of my actions, not have some feature that lets the game play itself.

      If someone is too lazy to be at their keyboard and hitting a button every few seconds, then they don't need to play. The only thing autofire for skills will do is make it easier for the AFKers, and we don't need any more of those types.

      Well with good planning you can make it also fun an auto feature wouldn't be bad.
      In some battle's it would be even efficient to use .
      For exsample they could autofire few buttons like :

      Tactical Team
      Torp Spread
      Weapons fire
      Fire at will
      Reroute power to shields
      Rotate shields that sort off things

      And you can select only a few and not all off them.
      Maybe 6 or 8 buttons just like that, set those on auto fire so you have a few less to worry about.
      [SIGPIC][/SIGPIC]

      "Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
    • atatassaultatatassault Member Posts: 1,008 Arc User
      edited April 2013
      Do I consider auto-fire lazy, from what I've read so far on this thread, I would agree 100% on timing your abilities is an art-form, but it is very much possible, however the amount of times I've seen auto-fire blow an optional on stfs has put me off using it.

      Auto-fire has a time and place, but if people learnt fire discipline, wouldn't things be better?, spam the auto-fire if you want to, but fire discipline will always rule the day.
      When using Auto-Fire, being able to quickly press ESC is essential.
    • cpc2011acpc2011a Member Posts: 0 Arc User
      edited April 2013
      bluegeek wrote: »
      I agree that not every BO power should be capable of autofire.

      Heals and buffs, for example. Also AoE powers and powers that modify weapon attacks. These should not autofire.

      There are, however, a small number of "damage" powers that are single-target and/or have narrow arcs of effect. They are, in essence, part of the ship's arsenal and I see no good reason why they shouldn't have an autofire option if the captain chooses to use them that way.

      Some examples:

      Boarding Party (Which might actually be almost useful as an autofire...)
      Aceton Beam
      Tachyon Beam

      But since there are so few powers that might be reasonable as autofire, it may not be worth Dev cycles to implement them.


      I can see the last two there Blue, but not Boarding Party. They (the poor unsuspecting boarding party) would likely be launched unwillingly through the nearest warp core breech thus requiring yet another low power phaser/disturptor burn added to the back of the engineering bridge officer's head. While satisfying for the Captain, it's less enjoyable for the Engineer...although the tac and sci officers do tend to perform a lot better afterwards.

      But no not every power should have an autofire option. We'd begin to see a fresh influx of TBR trolls flying about. Omg even the thought of that just makes me want a friendly fire switch lol.
    • warpangelwarpangel Member Posts: 9,427 Arc User
      edited April 2013
      All abilities can already be autofired. It involves using inconvenient setup with an undocumented feature and mashing the spacebar till your fingers bleed but it can be done.

      In my opinion, as it stands keybind chains are an exploit. There should either be genuine autofire that doesn't require entering arcane commands in the chat window to setup, or no autofire at all.
    • zztopperszztoppers Member Posts: 0 Arc User
      edited April 2013
      Use auto fire from a Nostromo or other such device. I think that's as good as it sill get. There is just not enough of a demand for it to be put in the game.
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