#Idea to improve Safety and Fire Select interaction

14 messages · Page 1 of 1 (latest)

hoary juniper
#

I had an idea today that would improve my experience when switching safety/fire modes and wanted to share.

As an example, if you have a select fire weapon, and your weapon is on safe, you can press the button to cycle to the next mode, then the next mode, then back to safe.
Current state:
(Safe -> Semi -> Safe) repeating OR
(Safe -> Semi -> Full -> Safe) repeating OR
(Safe -> Full -> Semi -> Safe) repeating
depending on weapon

In order to make it better/easier to select the right fire mode in the heat of combat, I propose that a short press could deactivate safety if the safety is engaged, and if it's not engaged, either do nothing or switch the fire mode between semi and full automatic. In order to re-engage the safety would require a slightly longer press of a half-second or so.
It would be useful even for non-select-fire weapons since you can just tap the button to make sure the safety is off and not have to worry that you just reactivated safety mode unless you held the button down.
Proposed change:
Short press
(Safe -> Active) once
(Semi -> Full -> Semi) repeating
Longer press
Any Active state -> Safe

ruby sphinx
#

Given you can't just feel the safety with your finger, this is a pretty neat way to do it imo

granite fulcrum
#

agreed

west niche
#

another idea here would be controller vibrations to indicate safety mode

#

to somewhat simulate how you can feel most safeties on guns irl

#

long vibration = safe
short 1 pulse vibration = semi
short 2 pulse vibration = auto

hardy yarrow
#

I think this is a pretty damn good idea considering there's literally never a reason to ever put a gun back into safe lol.

Has anybody here, ever in the history of this game ever put their gun into safe on purpose with the express goal of putting it on safe? I sure as heck haven't.

broken topaz
#

I like to put my weapons on safe when I return to the facility. It started as an immersion thing, but in coop, my usual partner is an ape who likes to pick up guns and idiot-check the floor, so it actually became useful.

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junior thorn
junior thorn
# hardy yarrow I think this is a pretty damn good idea considering there's literally never a re...

Same, there really isn't an incentive to put a gun on safety when the way games control makes guns inherently safer to handle. This in addition to the disincentive caused by the second it takes to switch mode meaning the difference between dying to a monster.

I really only understood and appreciated gun safety after playing the game "Receiver 2", a game focused on the fundamentals of safe and intentional gun use. You have to go around collecting tapes that progress the game and story, however you have to shoot turrets to disable them and there are several factors that can lead to you accidentally shooting yourself if you aren't careful and intentional. The game is very methodical.

If you have a round in the chamber, your safety is off, and you draw your weapon too quickly you'll shoot yourself in the leg. Some guns don't have a safety, like the Glock so either you have to be very intentional with your weapon draw or best practice don't keep a round in the chamber. Revolvers don't have a safety and due to their nature always have a round in the chamber, so it's best to keep the hammer disengaged.

TLDR without a worthwhile incentive to keep a gun on safety in a game, the safety is pointless and detrimental.

hardy yarrow
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hardy yarrow