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Cosmetic possibility to show both weapons of both combat styles

STAR WARS: The Old Republic > English > Public Test Server
Cosmetic possibility to show both weapons of both combat styles

evolfinal's Avatar


evolfinal
11.25.2021 , 09:01 AM | #1
I don't know if it is already the case but I think an option to display both combat styles at the same time could be interesting as in soldier/agent cutscenes we see our character having both a rifle and a blaster pistol, not sure how hard it would be to implement tho.

SithKoriandr's Avatar


SithKoriandr
11.25.2021 , 09:47 AM | #2
Considering they can't show it like you have a double bladed lightsaber when you have one, and all those classes that use a blaster pistol in the cut scenes instead of their actual weapon (one of the reasons I'm glad to switch to styles that they do show), I'd think a bit hard.
"It's now very common to hear people say, 'I'm rather offended by that.' As if that gives them certain rights. It's actually nothing more...than a whine. 'I find that offensive.' It has no meaning; it has no purpose; it has no reason to be respected as a phrase. 'I am offended by that.' Well, so *********** what." - Stephen Fry

AdjeYo's Avatar


AdjeYo
11.25.2021 , 10:22 AM | #3
I want my Powertech Mercenary to have three blasters!

evolfinal's Avatar


evolfinal
11.26.2021 , 02:05 AM | #4
Quote: Originally Posted by SithKoriandr View Post
Considering they can't show it like you have a double bladed lightsaber when you have one, and all those classes that use a blaster pistol in the cut scenes instead of their actual weapon (one of the reasons I'm glad to switch to styles that they do show), I'd think a bit hard.
Ye I mean obviously for force users or stacking weapons (like blaster pistol/dual blaster pistol, one single lightsaber, dual lightsabers) it would not stack but assault cannon dual pistols could stack and pistol/blaster rifle could stack too, I noticed that a lot of npc already have that cosmetic and that in cutscenes you do have that cosmetic if you don't hold a blaster for example

TonyTricicolo's Avatar


TonyTricicolo
11.27.2021 , 04:55 AM | #5
If anything, have appearance tab for off hand items like generators that would display a weapon.

Mubrak's Avatar


Mubrak
11.27.2021 , 07:46 AM | #6
Quote: Originally Posted by SithKoriandr View Post
Considering they can't show it like you have a double bladed lightsaber when you have one, and all those classes that use a blaster pistol in the cut scenes instead of their actual weapon (one of the reasons I'm glad to switch to styles that they do show), I'd think a bit hard.
Has anyone tested if the cutscene-pistols will actually be gone? I figure for that to happen, BW would have to revise all existing Trooper / Agent cutscenes to only add the cutscene gun for the combat styles that don't already use a pistol, assuming it actually works like an equipped weapon and isn't just a prop baked into the cutscene animations.

An Agent-Scoundrel might very well end up with two guns or their weapon being replaced with the cutscene gun.
Let us turn off that gaudy flashing icon over every vendor's head.
Let us sort our companion list and hide or kick out the unwanted ones!

Negivv's Avatar


Negivv
11.28.2021 , 06:23 AM | #7
Quote: Originally Posted by Mubrak View Post
Has anyone tested if the cutscene-pistols will actually be gone? I figure for that to happen, BW would have to revise all existing Trooper / Agent cutscenes to only add the cutscene gun for the combat styles that don't already use a pistol, assuming it actually works like an equipped weapon and isn't just a prop baked into the cutscene animations.

An Agent-Scoundrel might very well end up with two guns or their weapon being replaced with the cutscene gun.
I knew I forgot to test out something...

This is just my own theory on the matter, but...considering how past the base game everyone goes through the same cutscenes regardless of class, I believe there is a check somewhere in the scripts that tells the engine when to apply the cutscene blaster depending on the detected class triggering a conversation/cutscene. If that is the case, everything should work just like it is now on live, since despite the new name, the game still recognizes each style as a separate advanced class.