Issue with the Heal/Hurt Gun [INPUT THAT IS TOO FAST]

Discussion in 'Monday Night Combat PC Feedback and Issues' started by Hands_Of_Fate, February 6, 2011.

  1. Hands_Of_Fate

    Hands_Of_Fate New Member

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    If you're currently healing/hurting something, then let go of the left mouse button and
    immediately click on someone else, the heal/hurt gun will not attach to the new target.
    It won't even attach after an interval of time. It just does nothing.

    This happens if you click down again before the heal/hurt beam animation stops.

    This is a major issue for me when I click too fast.
    I can understand maybe if you were going for some downtime in between
    healing/hurting subjects, but I think it should still eventually attach.

    Or maybe it's just a bug?
    Regardless I think it should be fixed.





    Something I have a problem with but isn't necessarily a bug
    is when you're support and you're close enough to an assassin to
    definitely use the hurt gun, you cannot use it if they are cloaked.

    I can kind of understand this because if you're just walking around
    with right mouse button held down, you'd always find assassins
    and that'd be terribly unfair.

    HOWEVER, if you're a foot away from an assassin and you're
    aiming directly at them, you should definitely add in the functionality
    to use the hurt gun.

    But definitely not attaching if you're holding right mouse and walking around.
    You'd have to re-click for it to attach.




    But anyway, the problem with clicking too fast and the gun not working at all
    really needs to be addressed. It's a terrible feeling when it happens.



    EDIT:

    A similar thing happens with Assassin.
    If you dash, then let go of shift then immediately hold it down again,
    the Assassin will stop sprinting and walk, but in the corner by your skills
    it will show the dash button is being pressed down, and the skill is not draining.

    This will happen even if sprint is fully charged and needs no cooldown.



    I don't think this should be too hard to fix since the game already realizes
    that there is input. It's just a matter of implementing it to work.

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