Could we have kits be stowable?

Could we have kits be stowable?

in Engineer

Posted by: Mobott.5908

Mobott.5908

I know this is very low priority compared to everything else, but it just seems like now’s the time to add this.

A lot more people are going to be running Juggernaut with Scrapper, so this is more relevant then ever. In order to keep that stability and might up, a Juggernaut has to constantly keep their flamethrower out, except to switch it off and on for Streamlined kits.

Having the flamethrower be constantly in your hands gets annoying though, considering it causes visual glitches whenever you mine or use an emote, and also if people want to see their race’s normal running animation.

Basically I’m just asking for the kit models to act more like normal weapon models. In all honesty though, I don’t even know how something like this works behind the scenes, so I just want a response on whether or not this can be something to look forward to.

Could we have kits be stowable?

in Engineer

Posted by: Sagramor.7395

Sagramor.7395

Took almost 3 years for the hobosack whiners to get their wish, so this could be a possibility somewhere around Christmas 2018.

Could we have kits be stowable?

in Engineer

Posted by: Electro.4173

Electro.4173

All bundles in the game are unstowable, so this would likely take some major engine work to accomplish (unless they can easily separate kits from bundles). Not that I’d be opposed to the idea, but I don’t know how realistic it would be to do all the effort just because its “kind of annoying”.

Could we have kits be stowable?

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Posted by: Ardid.7203

Ardid.7203

It’s more realistic to ask them to solve the “flamethrower harvesting” bug first.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

Could we have kits be stowable?

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Posted by: Bertenburny.5103

Bertenburny.5103

its more feasable to add stability to the scrapper traitline or even to a hammer skill itself,
I would rather that the juggernaut passive added stability to more kits than only FT, since when I run in with my FT frontline in the enemy zerg I have no probs, but when I switch to mortar for the waterfield or something its a mess

Shiva /Haze/Glau/Mashira
Seaferer’s Rest berserker of the Mists – VOLT -

Could we have kits be stowable?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Just wanted to point out that I spent a lot of time testing the viability of Juggernaut with Scrapper. The trait synergy on paper seems nice, but you end up losing too much damage camping the FT to where it is never really worth it.

It’s also important to point out you can easily cap out your might at 25 with just HGH, so the whole idea behind comboing Juggernaut and Mass Momentum is kind of pointless.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

Could we have kits be stowable?

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Posted by: Sold Out.7625

Sold Out.7625

It’s more realistic to ask them to solve the “flamethrower harvesting” bug first.

I dare asy the Skill Queue bug is higher priority.

Leader of the Free Winds – RP, community, and all kinds of fun.
Jara Ariasdottir (Soon all classes proper!)

Could we have kits be stowable?

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

I know this is very low priority compared to everything else, but it just seems like now’s the time to add this.

A lot more people are going to be running Juggernaut with Scrapper, so this is more relevant then ever. In order to keep that stability and might up, a Juggernaut has to constantly keep their flamethrower out, except to switch it off and on for Streamlined kits.

Having the flamethrower be constantly in your hands gets annoying though, considering it causes visual glitches whenever you mine or use an emote, and also if people want to see their race’s normal running animation.

Basically I’m just asking for the kit models to act more like normal weapon models. In all honesty though, I don’t even know how something like this works behind the scenes, so I just want a response on whether or not this can be something to look forward to.

Stow weapon in the options menu, should just work the same on kits as it does on normal weapons.

Currently stow weapons does nothing for spells on kits.
Canceling a spell with a casttime, that is on a kit, doesnt work either right now with stow weapon.

It is important that we can cancel those spells just like other classes can with stow weapon.

(edited by Yashuoa.9527)