Solid weapon switching is important when playing Quake.
Pressing the 1 thru 8 keys to switch weapons usually doesn't cut it, although I actually know of some strong players that do exactly that.
Some methods:
1. Cycle Impulses
Impulse 10 and Impulse 12 can be bound to keys to cycle thru weapons. This application is very good in single player and can be used in multiplayer effectively.
2. Hard Binds
Some players use hard binds for the rocket launcher and the lightning gun. Impulse 7 switches to the rocket launcher and impulse 8 switches to the lightning gun. This is usually employed in combination with a quick grenade alias.
3. Bestweaponized Hard Binds
The weakness of #2 is that you don't always have the lightning gun. Pressing the key bound to impulse 8 doesn't accomplish anything use when you don't. Usually the lightning gun is desired when the rocket launcher would cause you damage, such as in close quarters fights or small hallways.
ProQuake, JoeQuake 0.15 and QRack all support "bestweapon", best weapon will switch to the weapon in a list of first preference. For example, "bestweapon 8 5" would switch to lightning gun if it has ammo, and if not, then would select the supernail gun.
The above example would switch to the lightning gun, super nail gun, super shotgun, nail gun, shotgun or axe depending on the best of the list that had ammo.
4. Advanced Hard Binds
The weakness of #3 is that it doesn't have cycling. You can make your own cycling. In the above example, pressing ALT would cycle between the lightning gun, super nail gun or supershot gun ... if none were present, it would fall back to the grenade launcher, shotgun, nail gun or axe.
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Why is weapon switching important
In a good fight, it is easier to defeat an opponent if your attack is more complicated.
Some players are great at dodging rockets, but how many players are great if you throw a grenade behind them and then bust out the lightning gun?
And, if you are shooting the super nail at a player, they usually aren't prepared for an immediate rocket.
Plus, if you happen to knock a player in the air with a rocket, it is common courtesy to shaft them on their way down
Pressing the 1 thru 8 keys to switch weapons usually doesn't cut it, although I actually know of some strong players that do exactly that.
Some methods:
1. Cycle Impulses
BIND CTRL "IMPULSE 10" // next weapon
BIND ALT "IMPULSE 12" // previous weapon
BIND ALT "IMPULSE 12" // previous weapon
2. Hard Binds
alias +sattack6 "-attack;wait;impulse 6;wait;+attack"
alias -sattack6 "-attack;wait;impulse 7"
bind SHIFT +sattack6 // quick grenade
bind CTRL "impulse 7" // switch to RL"
bind ALT "impulse 8" // switch to LG
alias -sattack6 "-attack;wait;impulse 7"
bind SHIFT +sattack6 // quick grenade
bind CTRL "impulse 7" // switch to RL"
bind ALT "impulse 8" // switch to LG
3. Bestweaponized Hard Binds
bind ALT "bestweapon 8 5 3 4 2 1" // best non-rl, gl
ProQuake, JoeQuake 0.15 and QRack all support "bestweapon", best weapon will switch to the weapon in a list of first preference. For example, "bestweapon 8 5" would switch to lightning gun if it has ammo, and if not, then would select the supernail gun.
The above example would switch to the lightning gun, super nail gun, super shotgun, nail gun, shotgun or axe depending on the best of the list that had ammo.
4. Advanced Hard Binds
alias best1 "bestweapon 8 5 3 6 2 4 1; bind alt best2"
alias best2 "bestweapon 5 8 3 6 2 4 1; bind alt best3"
alias best3 "bestweapon 3 8 3 6 2 4 1; bind alt best1"
alias +sattack6 "-attack;wait;impulse 6;wait;+attack"
alias -sattack6 "-attack;wait;impulse 7"
bind SHIFT +sattack6 // quick grenade
bind CTRL "impulse 7" // switch to RL"
bind "ALT" "best1" // switch to best weapon
alias best2 "bestweapon 5 8 3 6 2 4 1; bind alt best3"
alias best3 "bestweapon 3 8 3 6 2 4 1; bind alt best1"
alias +sattack6 "-attack;wait;impulse 6;wait;+attack"
alias -sattack6 "-attack;wait;impulse 7"
bind SHIFT +sattack6 // quick grenade
bind CTRL "impulse 7" // switch to RL"
bind "ALT" "best1" // switch to best weapon
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Why is weapon switching important
In a good fight, it is easier to defeat an opponent if your attack is more complicated.
Some players are great at dodging rockets, but how many players are great if you throw a grenade behind them and then bust out the lightning gun?
And, if you are shooting the super nail at a player, they usually aren't prepared for an immediate rocket.
Plus, if you happen to knock a player in the air with a rocket, it is common courtesy to shaft them on their way down

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