Default Scout loadout

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lexaal
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Post by lexaal »

We could use NaN as default gun instead of gat. Maybe that's a cheap workaround for the scout loadout.
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HSharp
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Post by HSharp »

Then you would be left with empty slots lex, it doesn't fill up with deployables just 1 spare deployable and rest will be nothing (or fuel if you have booster).

Take for example the belter sf which comes with 2 hunter missiles (1 loaded 1 in cargo) and rest filled with fuel, while other faction sf just has 2 hunter missiles and empty slots.

Like Andon said
If you can drop a deployable (probe/prox etc..) - will have 1 loaded and 1 in cargo
If you have a missile - will have missile loaded and 1 in cargo
If you have a booster - will fill with fuel
If you have a ammo consuming weapon - will fill with ammo
I beleive it goes fuel-ammo-fuel-ammo..etc...

So in a bios fig the default loadout in cargo is 1 missile, 1 prox, fuel, ammo and fuel again
Last edited by HSharp on Wed Jul 08, 2009 9:29 am, edited 1 time in total.
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Valiance
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Post by Valiance »

Adam4 wrote:QUOTE (Adam4 @ Jul 7 2009, 03:38 PM) Because I think you've misread. He's not saying multiple scout loadouts are required, but that we need to modify the current scout loadouts to include a few probes.

A code change is for multiple loadouts tied to the same ship.
That is what I thought you had read, Andon, hence the reason for my "you sure?"


Its probably not worth the effort of a code change to make multiple loadouts just to save people 5 seconds of time.
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zombywoof
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Post by zombywoof »

Defaulting to nan may be a bad idea, because the people who use the default loadout are the people who don't know that there is a way to change loadouts, i.e. (0)s and (1)s who are just starting and are liable to fly around trying to shoot at @#(!. With FF off and gat loaded, they can't have a negative effect on the team (the worst that happens is they don't shoot anything and fly around your garrison in circles), but with nan loaded there's the chance they'll get it into their minds to shoot the incoming enemy bbr.
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Xeretov
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Location: Canada

Post by Xeretov »

I'm pretty sure what phoenix1 has said is the reason nan isn't the default gun on scouts right now: Newbies already have enough trouble figuring out how/why to turn it off on GT. At least with gats in default the number of noob-nanning incidents is kept to a minimum.

I've seen a number of enemy miners & cons live because of that one noob on my team with a nan. By the time they figure out what the nan is for they usually know how to load it on their scout.
Last edited by Xeretov on Wed Jul 08, 2009 10:21 pm, edited 1 time in total.
lexaal
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Joined: Sun Oct 07, 2007 12:58 pm

Post by lexaal »

You are right with the newbs but combined with bad aim not much will happen.

On the other hand: the most time critical situation is when a miner moves towards the base,has 10% hull and is under attack. In that situation you loose much time by switching from gatt to nan(and some people even forget to take a nan with them.)
I don't see a problem if all other cargo slots are empty.
When you load your scout for proxing an aleph, for probing or for miner offense there will be no difference to the current situation because we have to reorganize the cargo as well.
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zombywoof
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Post by zombywoof »

lexaal wrote:QUOTE (lexaal @ Jul 10 2009, 06:29 AM) You are right with the newbs but combined with bad aim not much will happen.
Most newbies can hit a bbr, whatever you've been told. Bbrs do not dodge and they're pretty big. If a newbie can fly into a green door, he can nan a bbr.

QUOTE On the other hand: the most time critical situation is when a miner moves towards the base,has 10% hull and is under attack. In that situation you loose much time by switching from gatt to nan(and some people even forget to take a nan with them.)[/quote]
Well, since pretty much the first thing I personally do when the game starts is configure my scout loadout, it's not such a big deal for me. I guess it'd be a huge deal if the first thing you did in game was "fig, launch." Of course then we're back to this point:

The only (real) difference it makes is that absolute newbies might accidentally nan an enemy instead of shoot an enemy, and believe it or NOT, the "not disabling nan" issue is a real issue for GT scouts.
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Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
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