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2011-08-19, 01:40 AM | [Ignore Me] #61 | |||
Ok. Say someone specs deeply into pistol and unlocks dual wielding. You have to spend all of the money mentioned above. Assuming the person selects "dual wield pistols" and is, until they change loadout, unable to use a pistol in a conventional manner. If you want them to be able to switch out then you have to get the art team to make a custom UI for this mechanic as well. God forbid you want them to be able to dual wield different weapons. Then you have to change the UI mechanics to accompany this new feature.
On the other hand, you could spec deep into pistol and unlock a single machine pistol. You could then skip the majority of the art and tech asset cost for something that is better in every way than dual wielding for all of the same reasons SMG is superior. So how about it? Machine pistols are both mechanically (for the players) and financially (for the developers) superior. And, with the AMP, they already exist in PS lore. Win/Win/Win. I loved them in L4D actually where left and right mouse button went for their respective gun. So cool. The game needs more cool stuff. - Sirisian I think dual pistols as an unlockable skill would be pretty cool, but only pistols. - Raymac I actually like the idea for the "cool" factor. - Crator
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And that was that. Last edited by exLupo; 2011-08-19 at 01:44 AM. |
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2011-08-19, 01:44 AM | [Ignore Me] #62 | ||
Lieutenant Colonel
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Not to mention, the shotgun already fills the role of a close combat weapon with low accuracy. While a real pilot wouldn't generally have one, in Planetside it's perfectly reasonable that a pilot or driver would carry a medium assault weapon.
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2011-08-19, 02:01 AM | [Ignore Me] #63 | ||
Anyone worth their salt at the range will tell you that a single pistol will always beat out an idiot running around with two. The only way to shoot two pistols at the same time is to Index the target, that is match a sight picture without the sights. The only way to do this is to practice endlessly to shoot a certain target from a certain range.
Lets have a pistol duel though. 25 Feet. I'll double tap you in the head before you get four inaccurate shots off. Like its been said, the game does not need it. Unlock an AMP style gun instead, or upgrade the pistol its self. Unless your standing behind someone dual wielding wouldn't and shouldn't be effective. If your shooting 20 bullets and 6 hit and I shot 10 bullets and 6 hit at twice the range I think Ima win. |
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2011-08-19, 02:09 AM | [Ignore Me] #64 | |||
Colonel
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2011-08-19, 02:12 AM | [Ignore Me] #65 | |||
Yet still inferior to the AMP which already exists.
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And that was that. |
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2011-08-19, 02:29 AM | [Ignore Me] #69 | |||
I don't but why would they go through the trouble of adding DW when they already have the lore and concept of what you want with the AMP?
It's easier, it's cheaper, it's more realistic (see: contextual realism) and it already exists in the lore. Assuming both the AMP and the DW mechanic do not currently exist, which is a more sound decision from a development standpoint? No true Scotsman would say DW.
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And that was that. Last edited by exLupo; 2011-08-19 at 02:30 AM. |
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2011-08-19, 02:31 AM | [Ignore Me] #70 | |||
Colonel
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2011-08-19, 02:36 AM | [Ignore Me] #71 | |||
So, you're going to pay for the difference between adding DW than adding the AMP? I don't imagine they have either an unlimited budget or time. I'm sure they'll be happy to if you foot the bill. Otherwise, AMP all the way.
Role: High rof CQC pistol. Options: AMP or DW Advantages of the AMP over DW : Cheaper and easier to implement. Lore exists. Advantages of DW over the AMP : Will bring in gamers who want DW. Financial statements are way easier to argue with management than a "vague maybe". Once assets exist it becomes exponentially more expensive to invent and implement new, non-backend mechanics.
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And that was that. Last edited by exLupo; 2011-08-19 at 02:38 AM. |
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2011-08-19, 02:48 AM | [Ignore Me] #73 | ||
Colonel
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I made this thread to ask opinions on DWing, not whether you want it or the AMP. I can see that almost no one wants it, which is to be expected. Quit acting like SOE has a budget of five dollars for the game. It doesn't cost an arm to add it in if they felt like it. I think the thread has run its course.
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2011-08-19, 04:08 AM | [Ignore Me] #74 | ||
Major
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I can think of a VVF reason to not have DW.
Magscatters. The argument that the basic pistols won't be in the game is stupid, we've already seen the repeater in the hands of a TR so thinking that the other two* aren't in there is like saying the prowler won't be in the game when we've seen the vanguard and the magrider. Take a breath and just sit back for a second Zulthus. Your tone just bleeds frustration. It's ok to be wrong man. What's more important is to not to respond like Firefly just insulted your younger sister. You may like DW but some of us hate it because it doubles the potential damage of what has to already be a viable weapon and someone WILL find a way to make it effective despite what is done with CoF or reload times. Humans are like that. Personally I'd like to hear your argument for it beyond "it's cool". Why is it cool? Why is DW better indoors than other weapons? They might be better in stairwells. The only thing I can think of that would benefit from DW would be cloakers who depend on point blank engagement. Are there others? *The Beamer isn't a pistol, it's a flashlight.
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By hook or by crook, we will. |
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2011-08-19, 04:38 AM | [Ignore Me] #75 | |||
Colonel
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Also, can you link the picture with the repeater? I'd love to see some new info. |
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