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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, 11:15 PM | [Ignore Me] #31 | ||
First Sergeant
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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. |
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2012-02-06, 05:07 AM | [Ignore Me] #32 | |||
Staff Sergeant
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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... |
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2012-02-06, 06:40 AM | [Ignore Me] #34 | |||
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2012-02-06, 07:08 AM | [Ignore Me] #35 | ||
Master Sergeant
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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. |
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2012-02-06, 08:59 AM | [Ignore Me] #37 | ||
Corporal
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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.
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2012-02-06, 02:55 PM | [Ignore Me] #39 | ||
Sergeant
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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. Last edited by Shanesan; 2012-02-06 at 05:04 PM. Reason: Magazines, not clips. Sorry Sirisian! |
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2012-02-06, 04:02 PM | [Ignore Me] #40 | |||
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2012-02-06, 04:05 PM | [Ignore Me] #41 | ||
Captain
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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. |
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2012-02-06, 04:28 PM | [Ignore Me] #42 | ||
Colonel
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__________________
[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-02-06, 05:19 PM | [Ignore Me] #44 | ||
First Sergeant
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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.
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2012-02-06, 05:25 PM | [Ignore Me] #45 | ||
Colonel
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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. |
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active reload, active reloading, reload |
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