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The V0.73 patch notes say that single-fire has been removed from SMGs.

Does this mean that starting equipment (0 value) SMGs don't support it, that SMGs in general cannot support it, or that the default SMG trigger mechanism doesn't support it but custom crafted triggers will still allow S/B/F modes?

SMGs are my favorite secondary weapon, and I don't like the idea of a change that would prevent the SMGs from EVER operating in single-fire mode, although I'm okay with having to make a custom trigger mechanism, assuming that the code still allows an SMG S/B/F trigger to be crafted.
This is more related to unequipping mods and their default states for SMGs. You can still craft and find mods in the world with single fire for SMG's (Pistol trigger groups). The default state of a SMG when a mod is removed will now be BURST - and a message is sent to the screen so players know that removing the mod has set the weapon to "factory default - burst" and that restoring the previous state requires re-equipping that mod or another similar mod.

I should change the description of this mod type so it's apparent they can be used on SMGs.
Post edited February 18, 2025 by StellarTactics
I have to admit that I'm curious why you don't just restore the original trigger configuration when you remove a trigger mod.

Since there are only three trigger modes, you could store the original trigger configuration in the first four bits of a single byte and append the current configuration into the second four.

e.g. Single fire is 0001, burst fire is 0010, full auto is 0100 - A weapon generated with single and burst mode would be 00110011 (0011 original, 0011 current). Add a trigger mod with S/B/F modes, and it changes to 00110111 (0011 original, 0111 current). Since the new data is appended to the old, the original trigger info is never lost, so being able to reverse the process doesn't require even a single byte of extra data in memory or the save file.

Actually, there are several ways you could do this, since the original weapon has to have trigger data, and the mod must also have trigger data - you could just have the mod trigger data supersede the weapon trigger data without overwriting it. Since there was never an actual need to overwrite the original data, I have to assume the original trigger configuration is lost because you WANT it to work that way.

If I might ask... why?
Post edited March 01, 2025 by Toccatta
Not to worry - I'll be doing more work on this. The way it "should" work is as you say - the mod should be an override. Instead it is overwriting the state of the original config and I'm force resetting the state when mods are removed. It will get fixed. This applies to all weapons that have a trigger group.