View Full Version : Active reload thoughts?
Elude
2012-02-05, 06:03 PM
What's the communities thoughts on active reload, would you be against such an idea in Planetside 2?
For those who don't know, active reload was first featured in Gears of War (at least to my knowledge). It essentially works the same way as normal reloading in your typical FPS game but if you press the reload button again while reloading you have a chance of either jamming your weapon or doubling the reload speed, the goal was to time it with a meter displayed on your hud.
It may sound like a complicated process but it's not, it's actually a very simple concept and the best part is you don't even have to participate in doing it so long as you let your weapon reload all the way through without attempting such interruptions.
CidHighwind
2012-02-05, 06:16 PM
As much I understand youre desire for such an option, I don't think it has any place in Planetside. Mostly because it would affect some empire more than others (See TR, who thrive on spray and pray). My vote is for no, until someone convinces me of something more than simply "its cool, so it should be in."
NewSith
2012-02-05, 06:18 PM
Elaborating the concept above:
Alien Swarm - scalable Fast Reload Bar - modded client.dll - YouTube
Gray square is where you need to hit reload again.
And no, I think having such metagame in planetside 2 is not a good idea. It promotes key macros.
EDIT: Sidenote - I am with Highwind on this, this metagame is great, it's just that the thing is not made for ps2.
Warborn
2012-02-05, 06:20 PM
I've never really enjoyed the feature very much to be honest. I found it distracting and sort of annoying to deal with so often.
I've never really enjoyed the feature very much to be honest. I found it distracting and sort of annoying to deal with so often.
Agreed.
Espion
2012-02-05, 06:29 PM
Carebear PvE function that has no place anywhere near PvP
Elude
2012-02-05, 06:33 PM
It promotes key macros.
Good point never thought of that :(
Death2All
2012-02-05, 06:41 PM
It's a neat function, but I don't think it really belongs in PS2.
I've always fount it distracting, and of course I can ignore it, but at the cost of reloading slower than my opponent probably will? Too good to pass up.
Higby
2012-02-05, 07:53 PM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
CidHighwind
2012-02-05, 08:01 PM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
Hmm... I still feel as though it would give an unfair tilt towards TR, who could take further advantage of the option than the NC or VS. More bullets = more kills, especially with lower TTK in PS2. IMO, this is similar to the 'taped mags' mod found in CoD Black Ops, which turned into a must have mod in fire fights, (and might I also say that I DESPISE black ops, with this being one of the reasons, but enjoy CoD once in a while.) It would also depend on what mod is being replaced, and if the opportunity cost of trading that mod for this was significant.
In theory though, if the sacrifice made was great enough, I.E. the mod significantly hurt mobility or some other mechanic, or if the mod could only be installed on weapons with the same RoF, then I could see that as being a unique and interesting mechanic/choice.
Guess this is why you all make the big bucks :groovy:
Sirisian
2012-02-05, 08:01 PM
Might as well just make it a faster reload weapon attachment then with no metagame. Simpler without unnecessary gameplay features.
Peacemaker
2012-02-05, 08:09 PM
Carebear PvE function that has no place anywhere near PvP
How is boosting reload speed a PVE function in a game that has no PVE? It also has a place in PVP thats why gears had it for use in multiplayer......
Higby's idea is the best implementation if it even goes in game. I see no reason not to add it, then again there isn't a huge reason to add it in the first place, a reload buff attachment is probably enough.
ThGlump
2012-02-05, 08:17 PM
No. Manual reload should stay same no matter what you do (weapon proficiency and modifications are another thing).
But i would like some penalty to autoreload. Like 1-2sec empty clicking when you run out of ammo before it autoreload. You could cut that delay when you press reload during(or even before) it, but actual reload remain same.
Thats what i call active reload, when you have to watch ammo and reload manualy, not some minigame to speed it up.
Btw will there be ammo count, or magazines? (so premature reload will result in losing ammo)
Elude
2012-02-05, 08:19 PM
Having a faster reload attachment does make more sense than having an active reload attachment sadly :(
Perhaps active reloading would be better for tanks where the gunner has a much lazier job. It would also help change the out comes in tank vs tank battles where in most cases its who gets the first shots off, a player caught by surprise could have the potential to come back with such a feature.
@The Glump
I think you misunderstand how active reloading works, it's not auto reloading. Active reloading is the exact same as manual reloading but with a little small minigame in between the reload animation, if anything it's more manual than the reloading you are use to in games.
Warborn
2012-02-05, 08:21 PM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
That might be pretty tricky to balance though, as presumably another attachment would always provide its effect while active reload only works if you click at the right time. Unless it always provided a benefit, but could be even more beneficial if you clicked at the right time?
Beyond that, I don't know, I personally don't find that gameplay mechanic enjoyable in the various times I've experienced it, primarily because it requires me to stop paying attention to the action and focus on a moving bar. Maybe for sniper rifles it would be okay, as their gameplay is pretty sedentary, but for regular infantry work I'm not sure how well it'd fit in.
CidHighwind
2012-02-05, 08:23 PM
Having a faster reload attachment does make more sense than having an active reload attachment sadly :(
Perhaps active reloading would be better for tanks where the gunner has a much lazier job. It would also help change the out comes in tank vs tank battles where in most cases its who gets the first shots off, a player caught by surprise could have the potential to come back with such a feature.
Now THIS i could see having potential, but only in two or three man tanks - Those tank teams who are coordinated and cooperative enough working well together on something like this could really reward TEAMWORK, rather than simply changing outcomes. It would be like the tank team loading shells at a break neck pace, like an elite team, and doesn't hurt those who like to play solo --- they can go for the lightning. I like this if it is implemented well.
Elude
2012-02-05, 08:24 PM
I think active reloading would work well with sniping and tank combat.
Zulthus
2012-02-05, 08:26 PM
I think active reloading would work well with sniping and tank combat.
Tanks, not so much IMO. Their firepower is too destructive to have a double time reload speed. I think standard infantry weapons are fine though.
ThGlump
2012-02-05, 08:28 PM
I think you misunderstand how active reloading works, it's not auto reloading. Active reloading is the exact same as manual reloading but with a little small minigame in between the reload animation, if anything it's more manual than the reloading you are use to in games.
I know what "active reloads" mean. I just dont want it. So i wrote how your should be active to speed up your reloads. Watch your ammo and dont let autoreload do it for you. Some minigames isnt right, and would be boring and tedious after first week.
Vancha
2012-02-05, 08:32 PM
I think you could probably fit active reloading in somewhere, but I'd imagine it takes your focus off of the action somewhat (and other people have said as much).
I was going to say I liked the idea for sniping, because I could imagine learning the rhythm over time so as not to need to look at the bar, but then I realize that could apply to everyone. The tap sequence would become muscle memory rather than something that requires focus.
I can also imagine something like this working quite well for hacking, if indeed hacking still exists.
ThGlump
2012-02-05, 08:37 PM
The tap sequence would become muscle memory rather than something that requires focus.
If its in game it should have randomized speed up area. If its always same, so it can be learned, it will be keyboard macro from first day, instead something you should learn to be better.
Graywolves
2012-02-05, 08:39 PM
Reload time should focused on reaching cover and preparing to execute your next movement.
Not intently watching a tick mark reach the white area of the bar while you're reloading.
Elude
2012-02-05, 08:39 PM
If its in game it should have randomized speed up area. If its always same, so it can be learned, it will be keyboard macro from first day, instead something you should learn to be better.
That's not a bad idea, a fluctuation in the speed would be good indeed, though it shouldn't be too drastic just enough to throw off macros.
Warborn
2012-02-05, 08:49 PM
Let's talk more constructively than just using blanket statements. Making it an optional attachment would let people who don't mind the mechanic use it, while not forcing anyone who doesn't like it to avoid it.
As for specifics, I mentioned in my last post that having its benefit conditional on doing the active reload... "mini-game", if you can call it that... successfully might be problematic. Getting no benefit from something unless you do a side-game would be frustrating compared to simply hitting a button and shooting a grenade from an underslung launcher.
So, I'd say having it as an attachment should incur some sort of bonus automatically. It shouldn't be dead weight otherwise as that might make people feel very apathetic toward it if they screw up three of the mini-games and then get shot in the face and die. "Why do I even have this attached?", they might ask themselves.
Otherwise, I think it would be just fine for pretty well any gun. The mechanic isn't forced, it provides some of its benefit just being there and the rest when you do the mini-game, and everyone is happy. Then the only trick is making it competitive with whatever else is competing for the slot.
Mightymouser
2012-02-05, 09:01 PM
I doubt I'd use it, but I wouldn't really care if it was an add-on... With one provision: The timing needed to tap the reload key again should be a time selected from a random set; otherwise this is just begging someone to exploit it with a macro (as previously mentioned)
Alternatively, just add an attachment which speeds up reloading, and do away with the whole 'active' part altogether...
Marth Koopa
2012-02-05, 10:00 PM
I doubt I'd use it, but I wouldn't really care if it was an add-on... With one provision: The timing needed to tap the reload key again should be a time selected from a random set; otherwise this is just begging someone to exploit it with a macro (as previously mentioned)
Person A's active reload timer was 2 seconds earlier than Person B's active reload timer
Person A wins because he finished reloading first because of random factors
No thanks
Vancha
2012-02-05, 10:25 PM
Let's talk more constructively than just using blanket statements. Making it an optional attachment would let people who don't mind the mechanic use it, while not forcing anyone who doesn't like it to avoid it.
As for specifics, I mentioned in my last post that having its benefit conditional on doing the active reload... "mini-game", if you can call it that... successfully might be problematic. Getting no benefit from something unless you do a side-game would be frustrating compared to simply hitting a button and shooting a grenade from an underslung launcher.
So, I'd say having it as an attachment should incur some sort of bonus automatically. It shouldn't be dead weight otherwise as that might make people feel very apathetic toward it if they screw up three of the mini-games and then get shot in the face and die. "Why do I even have this attached?", they might ask themselves.
Otherwise, I think it would be just fine for pretty well any gun. The mechanic isn't forced, it provides some of its benefit just being there and the rest when you do the mini-game, and everyone is happy. Then the only trick is making it competitive with whatever else is competing for the slot.
This seems like a lot of development/balancing headache compared to just having a +X% reload speed attachment.
Hmr85
2012-02-05, 10:29 PM
Not a big fan of active reload. Imo, lets just stick with the good ole fashion 1 speed reload.
Mightymouser
2012-02-05, 10:45 PM
Person A's active reload timer was 2 seconds earlier than Person B's active reload timer
Person A wins because he finished reloading first because of random factors
No thanks
That seems an entirely irrational argument, because that implies that there's at least 4 seconds worth of a reload timer normally... That seems very unlikely, and entirely unnecessary for the system to work. Instead, the total reload time is probably around 1.5-2 seconds, and the difference due to the randomizing system would be on the order of milliseconds. And assuming it's entirely random, I think that's reasonable; given that the alternative is that people with macros consistently have the advantage...
Sirisian
2012-02-05, 10:55 PM
Let's talk more constructively than just using blanket statements. Making it an optional attachment would let people who don't mind the mechanic use it, while not forcing anyone who doesn't like it to avoid it.
If the advantage to using the optional attachment is more advantageous than other choices in the game then you do force people into using it. Imagine reload time was 3 seconds and this attachment let you reload in 1 seconds. Suddenly you're forcing people to use an attachment and play through a subjectively dumb minigame to reload faster or be put at a disadvantage.
The logical choice if it's an attachment would be just have a static reload speed boost.
Also I'm not always against RNG, but in this case RNG really shouldn't be used.
(I was going to use a slippery slope logical fallacy and say "what's next dance dance revolution to spawn faster?". Not a fan of quick time events in games)
Elude
2012-02-05, 11:15 PM
Might not be great as an attachment but it could be kinda cool as an implant though I don't think implants are returning in PS2 are they?
I'm probably in the minority when I say I enjoy more active features than passive features, being in control of everything versus my character in control. This would be great as an implant because most implants were actively used rather than passively controlled by the character.
Espion
2012-02-06, 05:07 AM
How is boosting reload speed a PVE function in a game that has no PVE? It also has a place in PVP thats why gears had it for use in multiplayer......
Higby's idea is the best implementation if it even goes in game. I see no reason not to add it, then again there isn't a huge reason to add it in the first place, a reload buff attachment is probably enough.
Gears is a SP game, the only reason it has MP is because it was expected to like all other games. Active reload was added for SP and just carried over to MP, which wasn't anything special at all. Half-assed console game was half-assed.
One of two things can happen with an attachment like this. Either it becomes basically required due to the advantage it provides and everyone with a brain uses it, or it's useless and only new players ever try it before being told it's useless. Don't even need to know the other attachments to see that...
Gortha
2012-02-06, 05:58 AM
@OP
I really think the devs should be concerned about other things than such a gimmick... or senseless feature. :eek:
:rofl:
NewSith
2012-02-06, 06:40 AM
I doubt I'd use it, but I wouldn't really care if it was an add-on... With one provision: The timing needed to tap the reload key again should be a time selected from a random set; otherwise this is just begging someone to exploit it with a macro (as previously mentioned)
I though about that too, but that would also be a bad idea. I mean it'll be much like an MMORPG "crit" element.
Gimpylung
2012-02-06, 07:08 AM
Sounds like a built in Guitar Hero minigame for guns tbh. I can only see it being irritating, considering the wide variety of weapons a player uses in any game session, trying to remember which weapons use a timed reload is gonna be the cause of many a frustrated death.
Muscle memory gets me in enough trouble in BF3 as it is, reloading 100 round LMGs unnecessarily after a dozen shots due to being so used to reloading 30 round carbines and assault rifles.
BlazingSun
2012-02-06, 08:55 AM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
This active reload thing sounds lame to me in every way. I'd rather just have a weapon attachment that reduces reload time by a fixed percentage automatically.
Neksar
2012-02-06, 08:59 AM
This active reload thing sounds lame to me in every way. I'd rather just have a weapon attachment that reduces reload time by a fixed percentage automatically.
This. Active Reload sounds interesting in paper to devs that want to involve their players more with the game, but it's a mechanic that doesn't really add anything. Consider that Gears of War is 3rd-person shooter. As a result, Active Reloads have a visual aspect to them that they don't have in a first-person shooter. The system had a fixed window for each weapon as well, which, while giving players a sense of having a 'feel' for their weapon, would be either exploited by macros or removed to prevent that exploitation. Compound that with the fact that Gears of War only had the feature in multiplayer because it carried over from single player, and you run out of reasons to want the feature at all.
basti
2012-02-06, 02:31 PM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
Sold. Do it, so i dont ever have to bother with that crap, and can laugh at all those fools giving up a useful attachment. :D
Shanesan
2012-02-06, 02:55 PM
Here's a question, guys. I colored it for you TL;DR's.
How about a magazine system? Planetside 1 already had this practically available, just not utilized. This would also prevent scripted reloads and makes Higby's recommendation a very useful, balanced thing.
Say you have five magazines of ammo. Each has 30 charges/rounds/whatever. You fire 27 of those charges/rounds and you realize you're almost out. You reload and go to the next magazine. That previous magazine is POCKETED to be used later.
Four magazines later, you're on your last magazine. You [run out of/are low on] ammo on your last magazine. In normal games, when you're out of bullets you're out of bullets. However, you saved some ammo in the previous magazines for just this situation.
Now you have two options. Reload, which pockets the [near] empty magazine and loads up your [first old magazine/magainewith the most ammo?] which has a couple rounds in it. OR HOLD DOWN RELOAD which takes a little longer (10 seconds?) and transfers all your leftover rounds to one (or more) magazines.
This way, an auto-reload macro is less useful because it's not as simple anymore, and an auto-reload attachment to a gun becomes much more meaningful, ESPECIALLY if it automatically sorts your ammo for you.
NewSith
2012-02-06, 04:02 PM
Here's a question, guys. I colored it for you TL;DR's.
How about a clip system? Planetside 1 already had this practically available, just not utilized. This would also prevent scripted reloads and makes Higby's recommendation a very useful, balanced thing.
Say you have five clips of ammo. Each has 30 charges/rounds/whatever. You fire 27 of those charges/rounds and you realize you're almost out. You reload and go to the next clip. That previous clip is POCKETED to be used later.
Four clips later, you're on your last clip. You [run out of/are low on] ammo on your last clip. In normal games, when you're out of bullets you're out of bullets. However, you saved some ammo in the previous clips for just this situation.
Now you have two options. Reload, which pockets the [near] empty clip and loads up your [first old clip/clip with the most ammo?] which has a couple rounds in it. OR HOLD DOWN RELOAD which takes a little longer (10 seconds?) and transfers all your leftover rounds to one (or more) clips.
It's fun how I support this idea, though part of me screams that it won't do. I mean I find it really annoying and unrealistic that you don't have mags for ammo, beacause in real life pulling bullets out of one cartridge and then pining them into another takes time, unlike in computer games. I really like BF2 and SWAT series for that. But it's gonna be whinerfed for sure.
DayOne
2012-02-06, 04:05 PM
Shanesan's idea is an example of a mechanic that would work in an FPS and add something to the game mechanics.
Active reload is a pointless gimmick that does not have a place in a modern FPS. With the faster TTKs and overall speed of gameplay that the devs seem to be going for it would be either an easy macro that everyone would have or a chore that you needed because the advantage is too great. If it was balanced so as to not give it that huge advantage it would become pointless. I can see why you might want it but it has no place in PS2.
Sirisian
2012-02-06, 04:28 PM
How about a clip system?
"Magazines". The community has discussed this previously in a few threads (http://www.planetside-universe.com/forums/showthread.php?t=38611).
Shanesan
2012-02-06, 05:12 PM
"Magazines". The community has discussed this previously in a few threads (http://www.planetside-universe.com/forums/showthread.php?t=38611).
Oh dear! Fixed! Thanks Sirisian!
Elude
2012-02-06, 05:19 PM
@OP
I really think the devs should be concerned about other things than such a gimmick... or senseless feature. :eek:
:rofl:
Thanks... How about we stop suggesting other pointless gimmick features too like outfit housing, custom appearances, deploy-able bases, darker nights? I'm sorry but you're not convincing me, you're just sounding like an asshole who thinks it's pointless to work harder for faster reload speeds.
Vancha
2012-02-06, 05:25 PM
The choice between ammo pool and magazine seems like something they could let people decide for themselves by offering both. Perhaps attachments could work slightly differently depending on which you were using at the time.
Alternatively, perhaps trading your ammo pool for a magazine system + decreased reload time could be an attachment in itself.
Rumblepit
2012-02-06, 05:26 PM
as a attachment i can see it being viable and ,all attachments need to have pros and cons.
but there is nothing skill based about dying from a jammed gun.
Elude
2012-02-06, 05:33 PM
I do agree that larger magazines or different magazines would be a much better idea for an attachment. But what if this were an implant instead, assuming they still have implants in PS2.
Vancha
2012-02-06, 05:38 PM
I do agree that larger magazines or different magazines would be a much better idea for an attachment. But what if this were an implant instead, assuming they still have implants in PS2.
When you say "this", do you mean magazines or active reload?
StraitDumpinSMF
2012-02-06, 05:47 PM
this is a bad idea. it's very specific to a certain gamer, mainly one who likes rng, or played that game and got attached to it's cool reloading feature.
if they keep the reloads similar to PS1, the timers will be different on empire specific weaponry. usually VS with fast reloads, giving them little or no reason to risk using this.
either way feel free to post your rl reloading skills on youtube I'll watch. gun enthusiast here, and by enthusiast I mean a jackhammer and a face. guess whos
CutterJohn
2012-02-06, 05:48 PM
As much I understand youre desire for such an option, I don't think it has any place in Planetside. Mostly because it would affect some empire more than others (See TR, who thrive on spray and pray). My vote is for no, until someone convinces me of something more than simply "its cool, so it should be in."
Considering all the widely disparate things they have to balance, this seems like cake. Balance is in aggregate anyway... So long as the individual weapons are close, it doesn't matter terribly much. So TR benefit more from this. Well theres something the NC undoubtedly benefit more from, and something the VS benefit more from.
I do agree that larger magazines or different magazines would be a much better idea for an attachment. But what if this were an implant instead, assuming they still have implants in PS2.
There can be more than one type of upgrade.
@Higby - In general while I feel the active reload is a tolerable minigame(I loathe minigames..), it still doesn't fill me with excitement. I wouldn't want it to be the sole functionality, but I'd be fine with it as an optional attachment. Some people might like it and make good use of it.
Elude
2012-02-06, 05:53 PM
There can be more than one type of upgrade.
Oh I know I was just disagreeing with myself in that as an attachment those would fit better than an active reload attachment. Which is why I think active reloading should not be an attachment if it were even considered in the game but rather as an implant.
When you say "this", do you mean magazines or active reload?
Magazine sizes and types (like two clips strapped onto each other side by side).
Vancha
2012-02-06, 05:58 PM
Magazine sizes and types (like two clips strapped onto each other side by side).
How would you explain them as implants? Implants typically involve something implanted into the soldier, so...
Also, if implants are as precious as they were in PS1, I think I'd rather something like ammo types were attachments.
NewSith
2012-02-06, 06:07 PM
either way feel free to post your rl reloading skills on youtube I'll watch. gun enthusiast here, and by enthusiast I mean a jackhammer and a face. guess whos
I only have (I'm not even sure if I do, gotta search for it) magazine fill-up video. 34 seconds for AK-74M. And hell, I almost broke my fingers doing it.
Elude
2012-02-06, 06:14 PM
How would you explain them as implants? Implants typically involve something implanted into the soldier, so...
Also, if implants are as precious as they were in PS1, I think I'd rather something like ammo types were attachments.
An active reload implant would give the player an active reload hud for it and it would allow the player to use it on any weapon he desires.
Rbstr
2012-02-06, 06:18 PM
Meh, I don't really care for it.
As an attachment or implant I don't mind its existence. As long as it's not some critical part of the upgrade tree.
Vancha
2012-02-06, 07:26 PM
An active reload implant would give the player an active reload hud for it and it would allow the player to use it on any weapon he desires.
You said "what if this were an implant instead?" and I asked what "this" referred to, you said it was ammo, not active reload.
I ask you the same question. Implants are actually implanted into the soldier. They're physical additions/alterations to the soldier's being. Are they storing bullets in their fingers or something? How have they been modified to make them reload faster?
http://planetside.station.sony.com/howto/implants.vm
Elude
2012-02-06, 07:45 PM
You said "what if this were an implant instead?" and I asked what "this" referred to, you said it was ammo, not active reload.
I ask you the same question. Implants are actually implanted into the soldier. They're physical additions/alterations to the soldier's being. Are they storing bullets in their fingers or something? How have they been modified to make them reload faster?
http://planetside.station.sony.com/howto/implants.vm
What? No! I brought up ammo in magazine sizes or types of magazines that would allow for easier reloading, this would make a better attachment for your weapon than an active reload function because they are related to the weapon rather than the player.
Active reloading would obviously fit better as an implant as it has more to do with the players actions rather than the way the weapon is designed.
- Larger magazines and different types of magazines fit better for an attachment to a weapon.
- Active reloading fits better for an implant because it has more to do with how the player functions.
Sorry for the confusion.
Tasorin
2012-02-06, 08:50 PM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
Would depend on the cyclic rate of fire for the Chaingun and the duration of the animation for reloading. I like where you went with the option for a side grade, and having to give up a slot in order to have the feature to auto reload. You would just have to get into the mechanics of it and ensure that those weapons with a high cyclic rate of fire don't become unbalanced by not having to wait the half second it takes someone to hit "R". Couple all of that balancing with the "black box" you guys are cooking up to catch cheaters, and as long as you catch people using a exploit which doesn't fire the reload animation, and you could have something.
Me personally, I don't play with auto reload on in PlanetSide 1. It does have its place as a tactical advantage in a Max Crash or a or base push/defense if you are just going for pure cyclic rate and rounds down range. I find though that when I am playing tactically, I can switch to a second weapon faster then I can complete the reload animation, or just throw a damn grenade instead of being locked down while you auto reload and are doing the reload animation.
Elude
2012-02-06, 09:22 PM
Nobody is talking about auto reload Tasorin, or at least Higby wasn't I don't think, I know I certainly wasn't lol.
CidHighwind
2012-02-06, 10:58 PM
http://www.planetside-universe.com/forums/showthread.php?t=38890
I feel as though this thread helps to address this problem.
Notso
2012-02-06, 11:06 PM
im a big gears of war fan, I love the active reload, but that being said, I also don't think it has a place in Planetside2 because to my knowledge it has never been used in a MMOFPS game like PS2 will be. GoW on xbox your playing against far fewer players. Not sure if that has any relevance, just thought was interesting
TheBladeRoden
2012-02-06, 11:07 PM
beh, I don't want to do some quick time event every time I reload
Vancha
2012-02-06, 11:18 PM
http://www.planetside-universe.com/forums/showthread.php?t=38890
I feel as though this thread helps to address this problem.
Shane posted that idea in this thread. It's been replied to already.
Mastachief
2012-02-08, 04:26 AM
If this went the Gears of war route where by the bullets now are magically more powerful it would be daft (hello mouse/keyboard macro)
Please leave it as vanilla reload, i don't mind sidegrade upgrades for faster reloads but certainly not for more power.
Sparx
2012-07-28, 10:33 PM
adding an active reload isn't a good idea and neither is reload speed
attachment, it will give the TR an unfair advantage......
it would only make somewhat sense giving a reload speed attachment to NC & VS
the TR weapons are built for rapid firing
the NC weapons are built for high damage
the VS weapons are built for ranger & slightly better accuracy (not sure about the accuracy part)
so this idea mainly benefits the TR
HAVING 3 FACTIONS IS TO MAKE SURE THAT THERE IS NO DOMINANT FACTION, and having active reload goes against it
by the way how long does it take for the weapons to reload on their own ????
vVRedOctoberVv
2012-07-28, 10:47 PM
NO. This is not "Gears of Planetside".
Why the hell does everyone want to make PS like every other damn game out there?
haticK
2012-07-28, 10:48 PM
I'd rather not have it, seems unnecessary
Gonzo
2012-07-28, 10:51 PM
The only reload speed modifiers should be through unlocking sidegrade weapons with faster reloads, or using some sort of attachment or cert for a similar effect.
Tatwi
2012-07-28, 10:53 PM
Sounds "gamey" and stupid/annoying. Voted no, thank you.
OnexBigxHebrew
2012-07-28, 10:55 PM
this is a bad idea. it's very specific to a certain gamer, mainly one who likes rng, or played that game and got attached to it's cool reloading feature.
if they keep the reloads similar to PS1, the timers will be different on empire specific weaponry. usually VS with fast reloads, giving them little or no reason to risk using this.
either way feel free to post your rl reloading skills on youtube I'll watch. gun enthusiast here, and by enthusiast I mean a jackhammer and a face. guess whos
RNG has literally zero part in active reload. Just a straight up lie on your part. What do randowm numbers have to do with a timed stop with a visual representation? It's 100% a mix of muscle memory and maybe a quick look. While I won't argue that active-reload has a place in planetside 2 (may, may not work), I do think there are a lot of people with little understanding of the mechanic on here, including yourself.
Active reload typically has a very tiny jam window, a small bonus window and GIGANTIC normal reload window. Most people on here are stating that active reloads are either jams or bonuses, which simply isn't true. I was on an mlg gears time and I don't remember ever jamming my gun once, because after the bonus the normal window is enormous. I ususally hit my actives 9/10 times. I would go so far as o say it isn't a risk at all.
That said, I wouldn't say that it is a guaranteed positive to the game, or even workable. Everything is worth a look, though, and the more people actually know without posting biased misconceptions, the better.
AzureWatcher
2012-07-28, 11:09 PM
If Higby and company can implement a customization and make it work then why not?
Planetside 2 caters to many playstyles, so why not this one?
Justaman
2012-07-29, 12:02 AM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
This would totally make it accept-able. As long as I don't have to have it, I don't care if someone else wants to be doing it.
Mythoclast
2012-07-29, 12:03 AM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
If the other attachments were good enough to make it feel like a real choice? I don't see why not.
Nolerhn
2012-07-29, 03:16 AM
I voted no, I've never liked it in any game I've played. I find it annoying and distracting when you have to do it every time you reload.
But then, I saw Higby's post. In the case of it being an attachment, I would be all for it. People who wanted such a thing could have it, and I could stay away from it. Even at that point however, I wonder if such a thing shouldn't just be a passive 'reload 20% faster' boost rather than an active event.
Now, if it were passive, and the boost was high enough, it might even give me pause to think about whether or not I want a grenade launcher attachment or a faster reload, especially in a fast moving target rich engagement.
Rivenshield
2012-07-29, 03:35 AM
I've never even heard of this before. Sounds like a needless pain in the ass.
Troika
2012-07-29, 05:26 AM
As much I understand youre desire for such an option, I don't think it has any place in Planetside. Mostly because it would affect some empire more than others (See TR, who thrive on spray and pray). My vote is for no, until someone convinces me of something more than simply "its cool, so it should be in."
adding an active reload isn't a good idea and neither is reload speed
attachment, it will give the TR an unfair advantage......
it would only make somewhat sense giving a reload speed attachment to NC & VS
the TR weapons are built for rapid firing
the NC weapons are built for high damage
the VS weapons are built for ranger & slightly better accuracy (not sure about the accuracy part)
so this idea mainly benefits the TR
HAVING 3 FACTIONS IS TO MAKE SURE THAT THERE IS NO DOMINANT FACTION, and having active reload goes against it
by the way how long does it take for the weapons to reload on their own ????
Example:
TR has 10 round mag and every bullet does 1 dam
NC has 5 round mag and every bullet does 2 dam, NC ROF is 1/2 of TR ROF
For simplicity let's say TR rof is 1 bullet/second and reload time for both TR and NC is 10 seconds.
In 30 seconds TR does 20 dam (10 bullets in 10 seconds doing 1 dam each, 10 second reload time, and another 10 bullets in 10 seconds)
In 30 seconds NC does 20 dam (5 bullets in 10 seconds doing 2 dam each, 10 second reload time and another 5 bullets in 10 seconds).
If you cut the reload time in half with active reload thingy, TR does 25 dam in 30 seconds, NC does 24 dam in 30 seconds. If the active reload thingy cuts the reload time to 6 seconds, both TR and NC does 26 dam.
So arguing that active reload benefits 1 faction more than another is not valid argument as it can be balanced to benefit all equally.
Having said all that, I really don't want to see actve reload in PS2, as I don't like the mechanics of it, but reload speed upgrade I can live with.
Edit* On second thought why not? Most times I don't have to use the active reload, and sometimes it might be a lifesaver.
Katanauk
2012-07-29, 05:42 AM
As a single player thing, yeah, but online, its abused.
I know I unleash I good 40 odd bullets into the floor every round start to get the active reload benefit as soon as I see someone. If the feature was in PS2, I'd do it there too.
Besides, the idea that reloading slightly faster than another good makes your bullets more effective is an odd and baffling concept.
Noxey
2012-07-29, 06:35 AM
When you reload you wanna be concentrating on whats happening around you rather than a bar on your screen, also the kinda thing thats hard as fuck to do when your drunk, like pens on fifa ;x
Tseralith
2012-07-29, 09:01 AM
What if you kinda reload the same as in Tribes: Ascend? I mean, when you've wasted all ammo in one weapon and switch to your second weapon, the first weapon will reload itself after like ten times the normal reload speed or so. It'll still be much faster to just switch weapons and reload manually, but it'll help if you happen to forget your other weapon when you're in the gunfights.
ArmedZealot
2012-07-29, 10:20 AM
NO. This is not "Gears of Planetside".
Why the hell does everyone want to make PS like every other damn game out there?
Because PS1's gunplay was as boring as vanilla. It is already like every other FPS out there...from 6 years ago...
I'm not suprised the devs and others are looking for something to spice up PS2's.
RJTravis
2012-07-29, 11:29 AM
Here's an interesting question: what if active reload was a function on a weapon attachment? You could decide to use it, and doing so you'd give up another attachment, so its always balanced.
Why not just add in Tactical reloads stander for NC/TR "Vanu" shouldn't get this do to energy weapon systems.
Lets say are gun uses a 30 mag & has a reload timer of 2.2s when all rounds are spent.
When the player reloads his/her gun with 1 or more rounds in his/her mag the gun will have 31 rounds & a shorten reload time do to the fact he/she no longer needs to put a bullet into the chamber.
Also every weapon can have different tactical reload times thus not breaking any balance per race.
XxAxMayxX
2012-07-29, 01:59 PM
sounds to me like it will cause depth and allow people to do montages of hiting this mark several times in a row without jaming. Also this can give you an edge in a gunfight you were likely to lose otherwise.
Blackwolf
2012-07-29, 05:09 PM
I could really only see this system working on long reload weapons, pretty much just the heavy AV weaponry.
Reloading non-AV weaponry would be pretty much optimized from a soldier's standpoint, pretty much routine basically. Reloading a bulky AV weapon might actually have room to improve reload speeds.
Over all I'm against the idea though, even as a mod for a weapon.
vVRedOctoberVv
2012-07-29, 05:16 PM
Because PS1's gunplay was as boring as vanilla. It is already like every other FPS out there...from 6 years ago...
I'm not suprised the devs and others are looking for something to spice up PS2's.
Gunplay is gunplay, basically. You point, you shoot. Although weapons vary, it kinda is what it is. I fail to see how a "reload minigame" adds much to it except something that's kind of dumb.
Now, I have seen some interesting commentary earlier through this about ways to go about reloading, it kind of makes it a little more complicated than "I gots these bullets in muh bakpak!" but still, it's not like it's going to really "rock the gameplay world". Guns are guns, as I mentioned, and more or less similar in nature, regardless of the game.
-edit
I would love a truly awe inspiring flamethrower, though. I'd rock that....
Toppopia
2012-07-29, 05:30 PM
Btw will there be ammo count, or magazines? (so premature reload will result in losing ammo)
Couldn't be bothered reading 5 pages to see if someone answered your question.
But the only game i have seen that has a realistic magazine situation is Red Orchestra 2. When you reload, you keep the magazine, unless you shot it till your gun clicked, and when you reload, you keep pulling out full magazines until you get back to your used ones, and you could hold 'R' to see roughly how much ammo you had left, so "Empty" "Close to Empty" "Below Half" Half Full" Above Half" "Nearly Full" and "Full" So in the short term, reloading after every firefight is good, until you get to a nearly empty magazine, then you will be screwed when you run out of ammo. So i can Planetside 2 having this system, i hope they do, which would mean we have to manage our ammo and such, or this can all be explained by nanites deconstructing the ammo and putting it into new magazines so we always have a full magazine.
StumpyTheOzzie
2012-07-29, 07:02 PM
how about a weapon attachment that changed it from a magazine to a drum or ammo crate?
30 rounds, 1.5sec reload -> 50 rounds 3 sec reload -> 100 rounds 5 sec reload.
change values as required for balance.
I'm also a big fan of realistic, permanent magazine objects like toppopia said.
vVRedOctoberVv
2012-07-29, 07:41 PM
@Stumpy
They may already have varying ammo capacities like that. Even if they don't directly, I know they do indirectly. For example the Cycler and the Super Cycler LMG, essentially the same gun, but the LMG has a drum mag. I know that's not what you meant, but you see what I mean.
ArmedZealot
2012-07-29, 08:07 PM
Gunplay is gunplay, basically. You point, you shoot. Although weapons vary, it kinda is what it is. I fail to see how a "reload minigame" adds much to it except something that's kind of dumb.
Well thats like.... just your opinion man. (And mine too)
The point, is that people are giving ideas on how to improve stagnant gameplay, by giving players an option to raise the skill ceiling on gunplay through active reloading.
Microing ammo really doesn't add any skill to the game. Between fights people will just adjust accordingly. Active reloading changes the outcome of the fight.
I'm not in favor of it. But it is better than the standard point and shoot.
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