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Old 2012-04-21, 05:57 AM   [Ignore Me] #61
TerminatorUK
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Re: Nanite Weapon Holstering


Hmmm for me this isn't enough - there needs to be some visual representation on of what the person is carrying when the weapon isn't drawn.

Weapons strapped onto back and the holster / un-holster animations were yet again (like the vehicle animations) another Planetside unique feature / detail. I'll be saddened if didn't make a return.

I was playing PS1 the other day as a VS Quasar MAX and when I was outside a tower and came up against 3 opponents, I priorised the 1 guy who had AV over the other two in order to survive longer.

Without details of what people are carrying, this sort of information is lost.
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Old 2012-04-21, 10:07 AM   [Ignore Me] #62
Khellendros
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Re: Nanite Weapon Holstering


Originally Posted by Sirisian View Post
Each weapon is customized with attachments and skins. Each soldier is customized possibly with cash shop skins. I was doing the math on this earlier in an old thread when it was released and it does eat up a lot of memory when you realize how many units will be customized and rendered possibly in the player's view. I think they have a pretty strong case for not allowing it, but honestly it is something they could add later since most of us have 2GB of video ram. (I'm using a year old laptop with that much, so I can only imagine what most desktop users have).

Another thing is you don't want to implement something that takes a lot of developer time if people are going to turn it off for performance. So their priorities are probably in the right place.
Yea, but what about when the weapons are drawn? Same problem, how are they solving it then? Dunno, this sounds like a cop out.
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Old 2012-04-21, 10:53 AM   [Ignore Me] #63
Blackwolf
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Re: Nanite Weapon Holstering


Originally Posted by Khellendros View Post
Yea, but what about when the weapons are drawn? Same problem, how are they solving it then? Dunno, this sounds like a cop out.
Only 1 weapon is drawn at a time. Imagine how much more complicated it is when 3-4 weapons are detailed on every soldier with the one he holds and the ones he's also carrying?

Really not seeing them on enemies is a relatively small tactical disadvantage. And I'd rather have a viable effect like nanite disolve then that tacky GTA look. I'm sure the DEVs will do something more with it when they get around to it though.

Last edited by Blackwolf; 2012-04-21 at 10:55 AM.
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Old 2012-04-21, 11:54 AM   [Ignore Me] #64
ArmedZealot
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Re: Nanite Weapon Holstering


I love this idea and hope they implement it. I'm not familiar with animation or graphics but it seems like they can already do it with vehicles, it wouldn't be too far out of the realm to see it happen to weapons as well.

Coming from T:A not seeing what an enemy is carrying isn't that big of a deal. They are usually on top of you before you would be able to gauge that anyway.

Seeing what they look like is enough to judge what they can do.
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Old 2012-04-21, 03:52 PM   [Ignore Me] #65
Hypevosa
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Re: Nanite Weapon Holstering


I like having visible weapons as opposed to dissolving due to the fact you can then see what your opponent and friends are toting around to make more strategic decisions... like not charging the guy with a shotgun, or reminding your teammate to please use the rocket launcher strapped to his back so we can move forward... stuff like that.

Also, from a sniping perspective, seeing weapons is important since you can then pick off high priority targets, like the guy with AA weaponry when you have birds about to fly in overhead.

Last edited by Hypevosa; 2012-04-21 at 03:53 PM.
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Old 2012-04-21, 04:38 PM   [Ignore Me] #66
headcrab13
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Re: Nanite Weapon Holstering


Originally Posted by TerminatorUK View Post
Hmmm for me this isn't enough - there needs to be some visual representation on of what the person is carrying when the weapon isn't drawn.
Yeah but then again with the new class system, even the profile of an enemy at range will narrow down which guns they may be carrying.

You won't know exactly what they're going to attack you with, but you'll have a good idea of what to expect.
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Old 2012-04-21, 05:27 PM   [Ignore Me] #67
Purple
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Re: Nanite Weapon Holstering


i guess i just assumed that they would have weapons like they did in PS1 but now i am concerned. i dont want my guns to just disappear. this also bring up another issue of if your able to see if players are carrying grenades. a scout should be able to tell his troops if they can expect grenades to be thrown at them.
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Old 2012-04-21, 05:43 PM   [Ignore Me] #68
The Kush
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Re: Nanite Weapon Holstering


Originally Posted by VanuMAXGuy View Post
If we can't have PS1 style weapon slinging over our backs, this would be a pretty rad alternative.

+1 from me.
Agreed. Would rather have it holstered on side/back but this would also work
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Old 2012-04-21, 06:33 PM   [Ignore Me] #69
Toppopia
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Re: Nanite Weapon Holstering


They could add a scanning feature which could be an equipment to allow you to see what weapons and equipment they have so you could still find out who is the bigger threat and would give scouts more detailed information and could give snipers effective spotters to help prioritize targets etc etc.

Last edited by Toppopia; 2012-04-21 at 06:41 PM.
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Old 2012-04-21, 07:13 PM   [Ignore Me] #70
Blackwolf
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Re: Nanite Weapon Holstering


Originally Posted by Toppopia View Post
They could add a scanning feature which could be an equipment to allow you to see what weapons and equipment they have so you could still find out who is the bigger threat and would give scouts more detailed information and could give snipers effective spotters to help prioritize targets etc etc.
I think if the Enhanced Targeting implant was making a comeback, this would definitely fall into that category.

I could see Enhanced Targeting showing health, armor, brackets for an idea on the size of the target, and icons along the side revealing what weaponry the target currently has.

The icons would be pretty basic, a bazooka to indicate AV weaponry for example.
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Old 2012-04-21, 08:44 PM   [Ignore Me] #71
xSquirtle
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Re: Nanite Weapon Holstering


So many design shortcuts are making it into this game.
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Old 2012-04-21, 10:03 PM   [Ignore Me] #72
Destroyeron
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Re: Nanite Weapon Holstering


There's no holstering? Why the fuck not?
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Old 2012-04-21, 11:12 PM   [Ignore Me] #73
Khellendros
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Re: Nanite Weapon Holstering


Originally Posted by Blackwolf View Post
Only 1 weapon is drawn at a time. Imagine how much more complicated it is when 3-4 weapons are detailed on every soldier with the one he holds and the ones he's also carrying?

Really not seeing them on enemies is a relatively small tactical disadvantage. And I'd rather have a viable effect like nanite disolve then that tacky GTA look. I'm sure the DEVs will do something more with it when they get around to it though.
That doesn't really make much sense, frankly. There is an easy solution to this that does not require scrapping holstering wholesale: for other than high end machines, simply show the base model of the firearm the player is carrying, OR make it a menu option to toggle on/off.

Again, sounds like a cop out.
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Old 2012-04-21, 11:17 PM   [Ignore Me] #74
ArmedZealot
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Re: Nanite Weapon Holstering


Originally Posted by Khellendros View Post
That doesn't really make much sense, frankly. There is an easy solution to this that does not require scrapping holstering wholesale: for other than high end machines, simply show the base model of the firearm the player is carrying, OR make it a menu option to toggle on/off.

Again, sounds like a cop out.
Well, sounds like you know how to do a better job then the devs. SOE hire this guy!
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Old 2012-04-21, 11:52 PM   [Ignore Me] #75
Khellendros
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Re: Nanite Weapon Holstering


Originally Posted by ArmedZealot View Post
Well, sounds like you know how to do a better job then the devs. SOE hire this guy!
To be honest, I think their decision has nothing to do with technical issues, more like pressure from up to to git 'er done.
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