I think it would be cool when you carry an objective to have in one hand the pistol and in the other the objective.Only think its cool
and the player wouldnt be that helpless.
carry objectives
i thought about this but didnt like the idea mainly as it would look silly. so thought it could be on the players back.
re the pistol i would prefer to have primary weapon. i understand it forces the attack to work together which is good but i dont like the forcing bit just the working together bit if you know what i mean.
Idk …but my feedback on the new carry obj:
its interesting idea to carry/drop/recarry
it can lead to a very interesting team play strategy…like doing some relay …you carry you drop leave it for your teammate because hes in better shape …he continue the run ,you taking another route …can have some decoy/lure strategy here (especially in Camden)
Secondary weapon and slow down (20-30%).
Right now you’re still running too fast and for LB this means there’s no difference between being able to fight or not being able to fight. The speed makes it so that the best option is always to make a dash for it regardless of whether or not you can fight.
I am against slowing down the player, mainly because it tries to solve a problem that is almost entirely caused by level design, and they aren’t that hard to fix through level design. The short escorts of LB and WC are inherently bad because they are short and the enemy has access only to the beginning or the end of the escort, not both or the middle of the route. It is an issue of level design, and I don’t think slowing down the player fixes it addequately, especially if we look at camden. If an escort mission is any longer like it is in camden, I could believe many would think the slowdown is very tideous.
But about the current system: I actually find the fact that no weapons can be used kind of interesting, but for it to be anyway enjoyable I believe these changes should be made. Pickup and delivery should be instant, the return should take a while. The objective will never be auto-returned, and the player is able to throw it for some length. This makes it so that the attack can gradually move the objectives if the defense is doing a good job, the carriers can put the jug down or throw it out the window to other mates and fight to clear the defense and when it’s cleared they can go and deliver. The putting down and throwing of the objective from person to person would become its own little form of strategy.
[EDIT]Because I think the major problem here is that two nerfs were put on the game at the same time on the carrier, first the pickup and delivery takes too long, and then they can’t use weapons. If pickup and delivery were instant, it wouldn’t be an impossible to task to ninja it without weapons. I think the game could work very well even if the carrier has no guns if these changes I said were done.
I like this ^^ 
Edit:
Like this ^^ also
and its making the term team play more obvious
Personally I would have it other way around, having to pick up and transmit the objectives is quite nice, transmitting worked very well in ET:QW and produced some epic and tense moments, ditch the no shooting and keep the other two changes.
or balance it on your head and be able to shoot it off if we’re getting into the weird ideas.
but seriously what he said. ^
They should let you lob the objective at people and crush their body.
Don’t do the “stand close to it, look at it and hold a key pressed” when picking up. I know I raged in the other thread, but besides the pickup part, it works rather well (I have not experimented with tossing it yet.) I like that it takes a very short while to pick up, but not pressing a key. Make it automatic, if you are in range.
From the other thread.
Pickup
Either stand still within a certain radius of the pickup or more realistically just be within the radius of the pickup to trigger the counter. You could even be a little forgiving and allow people to step out of the radius for a short while before it resets the counter to zero.
Carrying
Sling that thing over your shoulder leaving one hand free. You can then either select the primary weapon with impacted accuracy, recoil etc due to being used single handedly, or use the secondary with regular stats.
Speed
I wouldn’t like any change here, especially if weapon use is enabled but limited. I think I would feel cheated if I get the carryable, made a get away only to have a defensive team charge me down because of a speed penalty.
Just secondary and no primary at all otherwise the difference is just too low.
I wouldn’t like any change here, especially if weapon use is enabled but limited. I think I would feel cheated if I get the carryable, made a get away only to have a defensive team charge me down because of a speed penalty.
That´s why you have team mates.
They way it is now you don´t want to accidentally pick them up though.
It’s not low if the primary is impacted by single hand use. You could have a lot of recoil added, no ironsight etc.
That´s why you have team mates.
Yes the game revolves around team play. However there is a huge element of tension you’d throw away if you basically cripple a single player having the ability to save the day.
Is there a particular reason you want players to have their primary weapon available? If you’re prepared to compromise it’s power then you must have a different reason for wanting to be able to hold on to it.
Because you have two weapon choices for the rest of the game and people should be able to pick whether they want to play with something that has a high RoF compared to most secondary weapons. Remember all that stuff you talk about with people playing how they want to play and using their strengths, now you’re all for narrowing down the choice?