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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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2012-02-05, 08:23 PM | [Ignore Me] #16 | |||
Master Sergeant
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Last edited by CidHighwind; 2012-02-05 at 08:24 PM. |
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2012-02-05, 08:28 PM | [Ignore Me] #19 | ||
Captain
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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.
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2012-02-05, 08:32 PM | [Ignore Me] #20 | ||
Colonel
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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. |
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2012-02-05, 08:49 PM | [Ignore Me] #24 | ||
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. |
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2012-02-05, 09:01 PM | [Ignore Me] #25 | ||
Master Sergeant
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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...
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2012-02-05, 10:00 PM | [Ignore Me] #26 | |||
Banned
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Person A wins because he finished reloading first because of random factors No thanks |
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2012-02-05, 10:25 PM | [Ignore Me] #27 | |||
Colonel
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2012-02-05, 10:45 PM | [Ignore Me] #29 | ||
Master Sergeant
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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...
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2012-02-05, 10:55 PM | [Ignore Me] #30 | |||
Colonel
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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)
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