View Full Version : Reassigning Primaries
2thumbs
03-09-2010, 12:16 PM
Just a thought. I don't believe it's currently possible but since this forum has the attention of the higher-ups at Valve, perhaps this is something they will look at.
Wouldn't it be grand to be able to equip the medigun and Stickynade launcher as the primary weapon. Medics would gain about 1 second of heals at round start and as was mentioned in another thread, that's their primary slot used anyhow. Also, what demoman doesn't 'Q' (or in my config, scroll down) to the sticky launcher and jump before the round start anyhow? Also, stickies, as i understand the demoman, is also the primary weapon of choice.
I reckon the other classes have the correct primaries set.
Thoughts and feedback?
Sigma
03-09-2010, 12:50 PM
Would be nice.
For the time being, you can spawn (most of the time) with the correct weapon by using tf_remember_last_active_weapon on demo and medic. Nothing to be done if you die with the wrong weapon out, though.
Speaking of healing at round start, wouldn't it be nice if the granary red spawn was fixed to be the same as blu? I sent an email about this a long time ago, but was ignored.
NeoRussia
03-09-2010, 02:48 PM
but sticky launcher is a primary though... although it is not bound to the right button, I wonder if this is a mistake of Valve or was actually not accidental.
2thumbs
03-09-2010, 03:25 PM
but sticky launcher is a primary though... although it is not bound to the right button, I wonder if this is a mistake of Valve or was actually not accidental.
Not sure where you got that info from: http://tf2wiki.net/wiki/Demoman
Sticky is secondary. If you're saying that it should be primary as it's the primary weapon of choice, then I agree. :bomb:
Bodknocks
03-09-2010, 05:10 PM
I think he might be referring to the loadout screen, which was in fact changed so that the sticky launcher is the primary weapon.
jim_from_acc0unting
03-12-2010, 12:55 AM
Not sure where you got that info from: http://tf2wiki.net/wiki/Demoman
Sticky is secondary. If you're saying that it should be primary as it's the primary weapon of choice, then I agree. :bomb:
thumbs if you go into the demoman loadout in tf2 and click on the sticky launcher it will say it is the primary weapon
just like it calls the spy's revolver a secondary weapon
2thumbs
03-12-2010, 02:25 PM
O_o This is all wrong!
Jeeka
03-12-2010, 04:38 PM
well, the sticky launcher is the primary in the class loadout, if that helps xfd... but that only affects crafting >_>
idk... the benefits you're asking for are SO trivial it wouldn't even matter, an uber that you gained a fraction of a second earlier would help in that 1/1000th time
2thumbs
03-12-2010, 09:49 PM
well, the sticky launcher is the primary in the class loadout, if that helps xfd... but that only affects crafting >_>
idk... the benefits you're asking for are SO trivial it wouldn't even matter, an uber that you gained a fraction of a second earlier would help in that 1/1000th time
I maintain that it would be a convenience for demo and medic. No other class has to switch weapons at every start. It's not a deal breaker, no.
mrslin
03-13-2010, 03:41 AM
well the fact of the matter is BOTH medics have to deal with that problem, not just one. So it's fair in that sense.
Also, for the demoman sticky launcher I think you're just splitting hairs. Pipes are also considered a primary weapon, and I've always held the opinion that the demo has two "primary" weapons in that sense. And, as I mentioned before, BOTH demomen have to deal with that issue so it is also fair.
so really this is just stupid.
Jesus
03-13-2010, 03:57 AM
Initially Valve didn't plan for the stickies to be such a dominant weapon and for a while they weren't (6 nades and allowing for 1 bounce hits off walls) that's why the grenade launcher is the "primary" as for the medic, I believe it comes from the way public games are played. Medics end up doing a lot more attacking than healing so the actual weapon is primary with the heal gun being a secondary.
chipbuster
03-13-2010, 02:31 PM
seems like it would be a nice idea, but I'm not sure how long it would take to code into the game. Maybe it'd be nicer to spend that time giving us an optimization or *coughepisodethreecough*
Overall, it seems like a smaller issue: seems like a good idea, but Valve could probably spend that time better elsewhere
Red + Blu spawns should be the same each time.
Both scouts + soldiers, demo, and the medic should have a fixed spot where they spawn in each resupply room.
Its fuckin bullshit when you get "shitty spawns" and have to adjust.
Hawkeye
03-13-2010, 11:10 PM
Red + Blu spawns should be the same each time.
Both scouts + soldiers, demo, and the medic should have a fixed spot where they spawn in each resupply room.
Its fuckin bullshit when you get "shitty spawns" and have to adjust.
/Signed
Would love to be able to set by player a preferred spawn by class..
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