How kits/weapons **Should function....?
that’s a neat idea i haven’t heard yet (at least not put in quite that way);
equipping a kit (in its utility slot) replaces the F slots with the kit skills rather than supplying secondary/supplementary pseudo-utilities.
Although, that would make things pretty frenetic during combat, and perhaps a bit overpowered since you’d essentially be equipping two fully realized weapon sets at the same time. why not just have pistols in 1-5 and rifle in F slot then too? (see what I mean?)
Neat idea though!
From a game perspective, though, re: pistol/rifle swaps … the swap key (~ by default) is also the drop bundle key, and is for every class, so when we equip kits, it becomes the drop bundle key. something tells me the benevolent anet designers are having issues with conflicts between kits, bundles, and swaps, and so opted to remove weapon swaps in our class since we get kit swapping that is only bound to the 1sec GCD, and they didn’t want to bother resolving conflicts between kits and other bundles. just a guess, though.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)