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View Full Version : an interface for the combos



legacy-1Dean Avanti
09-21-2005, 12:01 PM
combo GUI

i hate all that tap tapping to get the adrenaline combos to work, speed and regeneration are not too bad but the other 2,and what if i want more than the 4 combos in default, my go id feel like I'm having spasms trying to get them, it would be great if an interface was made for these, a symbol would show the combo selected then to activate it just press a key and its on, press again and its off, another key would cycle the combos each changing its symbol so you know which one is selected, also with this you could use all the combo mutators you wanted so you could have like 10 combos and just select one you wanted to use, you could use more than one at a time as well but it would eat up more adrenaline though, at the side of the screen would display what combo was activated so you could keep track.

just thought of how you could control the combo selection, press button to select the combo skill, then use the mouse wheel to skip though the combo you want, press button to activate the press button to go out of the combo selector, something like that, just thinking how you could use the mouse wheel that you use for weapon selection to also be for choosing the combo skill.

legacy-Maedondias
09-22-2005, 01:23 AM
good idea for a mutator/addon/mod. but i think it would really only catch on for the n00bs because the vet-type of players would be quicker to hit the key combos then the cycle through options and hit ok, that and key combos are almost virtually always faster.

legacy-1Dean Avanti
09-22-2005, 10:30 AM
true, but what if you have like loads of mutator combos, its hard remembering like 10 combos, also for speed binding a key to them is faster than anything, one click and boom.

legacy-Switch01
09-22-2005, 10:55 AM
One-key combos are considered weak because (capt'n obvious alert) they aren't really combos anymore - there's no combination of keys. In games that have 10's or 100's of combos half of the fun is learning/mastering the combinations and timings.

legacy-awaw
09-22-2005, 02:54 PM
I don't know how you are using combos, but if I activate speed, I'm in a hurry. :p





And if you want to bind a key for everyone of your 10 combos, you need to learn them all again (and waste many keys). ;)

legacy-ghouck
09-22-2005, 09:58 PM
How often does one use that many in a game? Honestly, I don't think I could come up with that many that all served different purposes, and that all were equally powerful, thus equally useful.
With that being said, if something like this were made, with the idea of the game focused on combos instead of gunplay, then in that light, it might not be so bad. It would be cool if this could be done so players have to "pickup" a combo before it is available.

I agree that reducing combo activation to one keystroke is not such a good idea, and really, defeats the title "Combo". BTW, If you're into combos, there's 2 in my sig.

Jrubzjeknf
09-23-2005, 02:34 PM
you could actually integrate something in the speech menu..

legacy-ghouck
09-23-2005, 10:17 PM
An alternative could be for a mutator to draw a legend down the right side of the screen listing the combos and their corrosponding keystrokes (arrows would be preferable).

legacy-1Dean Avanti
09-24-2005, 01:21 PM
What this could be used for is if you had a game type that had players that have special abilities, super heroes or supernatural creatures or wizards or something, it would be very cool having loads of combo powers, you could turn them on or off when you wanted them or even have more than one activated, the adrenaline would start at 100 and when the combo was used it would drain down, over time the adrenaline would top itself back up, you could use something like the ut4k-RPG mod or others like it to increase your adrenaline level with experience points, so that you could increase its top level or the speed it takes to top itself up, or even to open up more combo powers with more exp gained.