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Old 08-04-04, 06:47 PM   #13
Zeta
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Default Re: The flashlight

Yup, I bound mine to spacebar since I use it so much.
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Old 08-04-04, 06:57 PM   #14
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Default Re: The flashlight

Quote:
Originally Posted by Intel17
Tip: Bind Right mouse button to flashlight for easy switching.
Then I won't able to walk! Hate using keys to move forward.
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Old 08-04-04, 07:01 PM   #15
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Default Re: The flashlight

using the normal wasd for control it was quite nice having the flashlight on F for quick switch between it and the assult rifle or shotgun which ever i happened to be using, I LOVE the fact that you NEED the fl to get through the game, Unlike HL where its just there for effect, Having to switch between it and the weapons made this game so much better.
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Old 08-04-04, 07:08 PM   #16
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Default Re: The flashlight

For those that are interested, I found this on PlanetDoom: there's a mod up on Fileplanet already that adds the flashlight to the pistol. Only drawback is you can't turn it off.

Check it out here.
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Old 08-04-04, 08:42 PM   #17
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Default Re: The flashlight

Now that's what I would've done. Since the pistol is the only single handed weapon in the game, I'd make it so you could have pistol flashlight, but no other weapon with the light. I'm all for suspence, but come on if a room is pitch black and you need the light to see and the gun to shoot, you'll find a way to use both. The pistol flashlight combo seems natural, like a cop.
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Old 08-04-04, 09:01 PM   #18
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Default Re: The flashlight

Quote:
Originally Posted by Seoulstriker
No, I agree with Cam. I can't even count the number of times I had my flashlight out and then something pop out of nowhere and attack me. Reflexively I click the mouse button only to whip the flashlight. Then I'm really thinking "oh s***" to myself. I have to put away the light and bring on some pain!

I think if you had the flashlight attached, it would make the game dramatically less scary. The option to be prepared for anything coming at you is opposed by the option to see ahead and plan ahead. That crucial opposition is critical to some of the atmosphere and tenseness. I'm very glad that they prevented the combination of the two.

yeah got myself killed several times doing that. flipping thru all the weapons frantically as 3 monsters beat the **** out of me. grrr
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Old 08-04-04, 09:04 PM   #19
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Default Re: The flashlight

Quote:
Originally Posted by DaveA
yeah got myself killed several times doing that. flipping thru all the weapons frantically as 3 monsters beat the **** out of me. grrr
Yeah, I feel the HUD fell short in that respect, as it's difficult to memorize the weapons to their number. The scrolling list in multiplayer looks good, but it ends up being much faster to memorize...
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Old 08-04-04, 09:32 PM   #20
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Default Re: The flashlight

I tend to learn a 'feel' for a certain number. ie number 2 is the pistol, 3 the shotgun, etc... the place where you whack your finger when you realise you need to kill from some distance is intuitive to me. The button 3 'feels' like the shotgun button. I don't exactly know how to explain it. But it works . Number 6 feels like the gren number hehe...
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Old 08-05-04, 02:14 AM   #21
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Default Re: The flashlight

The original post was made after I'd only played the game for about 10 minutes. Unfortunately, my first sitting was rushed. Made the comment about the flashlight cause it was different from what i experienced in the beta (and i stand by calling the beta a DEMO even if it wasn't "official" as we know official demos, as others would seem to disagree, for the very reason that it's purpose of play is to DEMONSTRATE the games engine, graphics, etc.)

HOWEVER, after just completing session 2 of Doom3 (for 2 hours) - i see why they made the flashight a necessary seperate button from fire.

When i realized how critical the flashlight was to the game - i assinged it to R-mouse button and that worked sweet. But alas, i found assinging the zoom command (works similar to the short scope effect in Halo) to the R-mouse button was even sweeter for responsive gameplay. Tough call really.

Flashlights rule guys..............yeah..................i own three...............and......................alway s keep one in my car.................... and...........uh..............................
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Old 08-05-04, 02:39 AM   #22
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Default Re: The flashlight

Quote:
Originally Posted by laffTrax
The original post was made after I'd only played the game for about 10 minutes. Unfortunately, my first sitting was rushed. Made the comment about the flashlight cause it was different from what i experienced in the beta (and i stand by calling the beta a DEMO even if it wasn't "official" as we know official demos, as others would seem to disagree, for the very reason that it's purpose of play is to DEMONSTRATE the games engine, graphics, etc.)

HOWEVER, after just completing session 2 of Doom3 (for 2 hours) - i see why they made the flashight a necessary seperate button from fire.

When i realized how critical the flashlight was to the game - i assinged it to R-mouse button and that worked sweet. But alas, i found assinging the zoom command (works similar to the short scope effect in Halo) to the R-mouse button was even sweeter for responsive gameplay. Tough call really.

Flashlights rule guys..............yeah..................i own three...............and......................alway s keep one in my car.................... and...........uh..............................

???
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Old 08-05-04, 07:47 AM   #23
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Default Re: The flashlight

not only is it the fact of having to switch, it's the fact that once you have switched, the flashlight is no longer there, so you're forced to shoot in the dark... then once you kill a monster, switch to flashlight and check for more, kill him, repeat. couldn't count the times i've wasted ammo when there was nothing there o_0 lmao
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Old 08-05-04, 08:07 AM   #24
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Default Re: The flashlight

I generally shoot into the dark, watching for the enemy when I fire and hope, nay pray, to see the enemy burning up
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