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View Poll Results: Yes or no would you wan't the active reloading concept in PS2?
Yes include active reload 35 17.07%
No don't include active reload 170 82.93%
Voters: 205. You may not vote on this poll

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Old 2012-02-05, 06:03 PM   [Ignore Me] #1
Elude
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Question Active reload thoughts?


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.
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Old 2012-02-05, 06:16 PM   [Ignore Me] #2
CidHighwind
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Re: Active reload thoughts?


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."
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Old 2012-02-06, 05:48 PM   [Ignore Me] #3
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Re: Active reload thoughts?


Originally Posted by CidHighwind View Post
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.

Originally Posted by Elude View Post
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.
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Old 2012-02-06, 05:53 PM   [Ignore Me] #4
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Re: Active reload thoughts?


Originally Posted by CutterJohn View Post
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.

Originally Posted by Vancha View Post
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).
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Old 2012-02-06, 05:58 PM   [Ignore Me] #5
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Re: Active reload thoughts?


Originally Posted by Elude View Post
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.
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Old 2012-02-06, 06:14 PM   [Ignore Me] #6
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Re: Active reload thoughts?


Originally Posted by Vancha View Post
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.

Last edited by Elude; 2012-02-06 at 06:16 PM.
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Old 2012-02-05, 06:18 PM   [Ignore Me] #7
NewSith
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Re: Active reload thoughts?


Elaborating the concept above:

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.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2012-02-05 at 06:24 PM.
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Old 2012-02-05, 06:20 PM   [Ignore Me] #8
Warborn
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Re: Active reload thoughts?


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.
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Old 2012-02-05, 06:27 PM   [Ignore Me] #9
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Re: Active reload thoughts?


Originally Posted by Warborn View Post
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.
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Old 2012-02-05, 06:29 PM   [Ignore Me] #10
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Re: Active reload thoughts?


Carebear PvE function that has no place anywhere near PvP
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Old 2012-02-05, 08:09 PM   [Ignore Me] #11
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Re: Active reload thoughts?


Originally Posted by Espion View Post
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.
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Old 2012-02-05, 06:33 PM   [Ignore Me] #12
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Re: Active reload thoughts?


Originally Posted by NewSith View Post
It promotes key macros.
Good point never thought of that
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Old 2012-02-05, 06:41 PM   [Ignore Me] #13
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Re: Active reload thoughts?


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.
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This is the last VIP post in this thread.   Old 2012-02-05, 07:53 PM   [Ignore Me] #14
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Re: Active reload thoughts?


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.
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Old 2012-02-05, 08:01 PM   [Ignore Me] #15
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Re: Active reload thoughts?


Originally Posted by Higby View Post
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

Last edited by CidHighwind; 2012-02-05 at 08:03 PM.
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