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Old 2012-02-25, 07:02 AM   [Ignore Me] #16
Redshift
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Re: Nanite Weapon Holstering


Originally Posted by SpLiTNuTz View Post
There uniform shows that class they are not the weapons. Plus once we've all played the game for a while we will all learn what guns certain classes can use.
It would still be nice to have some visualisation of the weapons someone has, for example i'm sure a MAX would like to know whether the HA he's about to engage is a AI or AV setup

It would be nice to be able to tell whether a med/eng had a carbine or shotty as it influences the range you'd prefer to engage from
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Old 2012-02-25, 07:28 AM   [Ignore Me] #17
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Re: Nanite Weapon Holstering


Im usually a beleiver in change, and can understand design choices and how things have to adapt and grow. But this seems like a lazy shortcut to me. If your telling me that time will be spent making the overall game play better because they dont have to work on these little issues then fair enough. Or maybe they will come back to this detail later.

But what possible reason is there to not have these weapons on your avatar? They talk about customisation, and weapon loadouts. Yet we are all going to be running around looking exactly the same until battle starts and we pull one of 50 guns out of thin air. The nanite thing would go a ways to making me feel better about it, but still.

I'm pretty sure the reason theyre doing this is because certain weapons look too big and rediculous sitting on a characters back. MCG. and Anti vehicle weaponry. But theres a whole manner of minor issues to do with this.

A cloaker now wont be able to pick and choose vulnerable targets, because every character could potentially have any weapon (within their class). And i wont be able to ifentify engineers from far off with their large launchers sat on their back.

Dare say the class system makes my issue mute. But even battlefield now lets you see mines sitting on the back of your engineer. Little touches i appreciate. If we are saying that we all carry a nanite system weapon generator with us, then why do we have to go to a base to generate weapons and ammo?
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Old 2012-02-25, 02:20 PM   [Ignore Me] #18
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Re: Nanite Weapon Holstering


Originally Posted by DviddLeff View Post
As long as the act of drawing your weapon doesn't make you light up like a Christmas tree I don't mind.
I hinted at that in my original post when I said "not as bright" as the green lantern animation. So it would be a dull red/teal/blue. Not something that would make you glow at night. You bring up a really good point though for night time. It would be odd to see someone shimmer when they switch weapons. Ideally this idea shouldn't change anything except the small visual change.

Originally Posted by Cosmical View Post
But what possible reason is there to not have these weapons on your avatar?
Performance was the quoted reason. Apparently rendering 2 weapons and then the player's other holstered items hurt their render count of players. I believe they said when they got rid of holstered items they could render 60 more characters. In a game with 2K players on a continent I imagine it was important. I think a lot of us are a little disappointed, but it didn't seem like a game breaker to me.
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Old 2012-02-25, 02:29 PM   [Ignore Me] #19
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Re: Nanite Weapon Holstering


Originally Posted by Sirisian View Post
I believe they said when they got rid of holstered items they could render 60 more characters. In a game with 2K players on a continent I imagine it was important. I think a lot of us are a little disappointed, but it didn't seem like a game breaker to me.
Well way to make me look like a jerk. I will gladly take that excuse if it means more people on the battlefield.

Im really curious to know how the game will function with 90% of a conts population fighting for one base. It's said that with the teritory control that it wont happen, because there will always be other things to be fighting for. Still dont know how theyre going to gurantee that though, and stop everyones computer dieing when a big show down happens.
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Old 2012-02-25, 02:49 PM   [Ignore Me] #20
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Re: Nanite Weapon Holstering


Cool idea. Maybe it would look something like the following where there is a more 'construction' effect than a 'magic' effect.





Not sure how it would be in-game, but a cool possibility for 'explaining' why the guns are not shown on the player's backs.

Also, if it is system intensive, then certainly not worth the effort or the resources.
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Old 2012-02-25, 03:34 PM   [Ignore Me] #21
Talek Krell
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Re: Nanite Weapon Holstering


I'd kind of like to hang on to the current system in the hope that they'll add in visible holstered weapons later. If it's a technical/resource hurdle now then they may expand to the point when it's no longer an issue in the future.
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Old 2012-02-26, 12:35 AM   [Ignore Me] #22
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Re: Nanite Weapon Holstering


I would like to remind the devs that numbers isnt everything, immersion is just as important.

I would happily sacrifice 60 players on the alter of holstered weapons. Who would really tell the difference between 2000 players and 1940 players.

Last edited by Vash02; 2012-02-26 at 12:40 AM.
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Old 2012-02-26, 12:53 AM   [Ignore Me] #23
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Re: Nanite Weapon Holstering


Originally Posted by Vash02 View Post
I would like to remind the devs that numbers isnt everything, immersion is just as important.

I would happily sacrifice 60 players on the alter of holstered weapons. Who would really tell the difference between 2000 players and 1940 players.
this
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Old 2012-02-26, 01:08 AM   [Ignore Me] #24
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Re: Nanite Weapon Holstering


Originally Posted by Vash02 View Post
I would happily sacrifice 60 players on the alter of holstered weapons. Who would really tell the difference between 2000 players and 1940 players.
That's not how it works. At no point will their engine be attempting to render 2K players on your screen. The numbers would probably be closer to 150 vs 90 players. From some of the screenshots I'm getting the impression for players and vehicles far away they're using imposters (2D billboarded textures that look close enough to the 3D model). So it might look like 200 people unless you try to get them all close to your camera.

I will point out that PS1 did this also. You saw it probably if you played over 64 CE around your player all the CE away from you dissapeared so only the closest 64 CE were rendered. Players were the same way. It was really rare to see this, but on the test server where you could actually get 500 people in a base at one time you'd see people pop in and out of existence because their algorithms limited the render calls.

They're really hoping we spread out I imagine so we don't stress test theirs system.

Last edited by Sirisian; 2012-02-26 at 01:09 AM.
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Old 2012-02-26, 09:37 AM   [Ignore Me] #25
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Re: Nanite Weapon Holstering


Make it a toggle option in the graphics settings then.
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Old 2012-02-26, 11:02 AM   [Ignore Me] #26
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Re: Nanite Weapon Holstering


anyone played a game called Vanquish

the weapon
"holstering" was pretty nifty the way they did it for their game.

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Old 2012-02-26, 10:01 PM   [Ignore Me] #27
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Re: Nanite Weapon Holstering


Originally Posted by Biscuit View Post
anyone played a game called Vanquish
That's the game I was trying to think of. I remember seeing that trailer and was thinking of it when I made my post. Bit complicated on the animation side though, but it's an awesome holstering system.
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Old 2012-02-27, 12:14 AM   [Ignore Me] #28
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Re: Nanite Weapon Holstering


At least they said it's population/framerates issue, not that they removed it because they don't like it.
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Old 2012-02-27, 09:45 PM   [Ignore Me] #29
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Re: Nanite Weapon Holstering


Would be really cool, but maybe not at launch (as not to delay release over fluff)
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Old 2012-02-28, 08:44 AM   [Ignore Me] #30
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Re: Nanite Weapon Holstering


I support this. It doesn\'t sound like much, but it\'s one of those things that people who\'ve ever played CoD/BF would appreciate. They wouldn\'t just see a weapon slide off the screen and have another one appear from their crotch, but instead get some nifty animation and be like \"Oh...cool!\"

Or to put it another way, I think little things like this give a game character to an extent that perhaps isn\'t appreciated.
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