I think he meant ‘do the grenades roll down slopes?’ Is this what you are saying or that the nades just bounce?
First Official Brink Footage Released, Shows Off SMART
ah, the rolling down slopes thing. i can honestly say i’m not sure how deep the physics goes on them. they come to rest pretty fast and blow up, and in all honesty, we don’t have many gentle slopes in the game that would make rolling down hills meaningful…
[QUOTE=Rahdo;202715]I hear ya, but yeah, it was a conscious choice made early on so that we could get one system working really well, rather than having two alternate one that both work okay. Besides, in our game, you want to have everything doable superquick, with the absolute minimum interrupting of player actions. Case in point, having grenades thrown by your left hand via a button, without every deequipping your gun means the player can be fast enough to shoot his own grenades out of the sky. Would be much tougher if you can do equip and deequip weapons… :)[/QUOTE]Sounds reasonable.
You have convinced me that this system may work well for the weapons. But I’m not so sure if it works for the tools as well.
Because that’s one thing I didn’t like about Wolfenstein at all for example. The revive tool and medpacks were bound to the same key and could only be activated in the right context. That meant that if you were not aiming at the lying person you dropped a medpack next to them. In addition it meant that you had to stop over them and wait for the tool to get out which actually is a lot less quick then pulling out the tool before you reach them and just activate while passing the body.
I want to decide when and where I’m going to drop a medpack or revive someone and not be dependant on the context of the situation. It may be a nice thing to help newer players but if you have enough practice to do it better manually it’s a hindrance.
Well actually what you’re talking about is still part of the game. As you get more and more items through leveling up, you maps the ones you want to take into a match to the d-pad (or number keys on a keyboard) because you can only take a certain number into a match (a built in balancer). So that element of figuring out what you want to do before you get where you’re going is still a big part of the game (the later game)
I would rather that there wasn’t too much physics in the grenades. With all of the containers and bits all over the place, it would just be a bit of a pain. The grenades seem to explode quickly after throwing so letting the roll down hills would be a bit pointless.
Please make sure that you don’t make the throwing distance of grenades too big. The throws in the demo looked fine so that should be okay. You are always seeing games with ridiculous grenade throwing ability: BFBC, COD etc.
No shooting while sprinting and iron sights, noooooooo…
At least there is the Quake 3 crosshair, so hopefully the spray & pray the vid shows is due to the fact that it was demonstrated on a console with a gamepad. But no shooting while sprinting, seriously?
How can this be fast paced if u need to give up on movement then?
Binding this key to a mouse button is waay better. (But that option is available right?)
Or you could let the player decide if he wants instant cooking or not.
Because sometimes I don’t want to IMMEDIATLY start cooking when selecting a grenade, when I first want to keep an eye on the enemy to where hes going with the nade already in my hand.
I think W:ET/ETQW style was the best. Wolfenstein didn’t feel right for me.
Yea, but u might want to drop out some medpacks before, so that when u get shot u just have to run over them. Context swapping tools really blows. Countless times in Wolfenstein where I wanted to plant or something and it doesn’t work and I got an ammo pack instead -_-
I love how the game looks etc, just don’t scare me with this kind of “stuff”…
who said anything about giving up on movement? true, the default key on the keyboard for grenades is ‘G’, which means you can’t strafe right and cook a grenade, but the only reason ‘g’ is the default is because that’s a fairly common default in other games. myself, i think it’s dumb, but i’m a believer in trying to stick to established standards, even when they’re not quite right, so more players can pick up and play easily from day one since it matches what they’re used to (case in point, stick clicks on console controllers).
Binding this key to a mouse button is waay better. (But that option is available right?)
Of course, it’s hugely important that players can remap the keys to their liking (on consoles too), so if you don’t like ‘g’ as default (i sure don’t), just move it to mouse 4 (if you’ve got one), or caps lock, or mousewheel click, or whatever you like. i would put it on m4 myself, but i like putting melee there, since that comes up a lot more often than grenade throwing (at least, for me… i suck at throwing grenades
) But it’s totally up to you.
Because sometimes I don’t want to IMMEDIATLY start cooking when selecting a grenade, when I first want to keep an eye on the enemy to where hes going with the nade already in my hand.
Hmm, see, the whole point is, with the dedicated button, you’ve always got the grenade selected at all times. It’s instantly available when you want it. So in your example, don’t start cooking until you’re ready. When the opportunity presents itself, strike! and in the meantime, you don’t have to give up your ability to shoot because you’ve put your gun away to run around with a grenade on screen…
Thing I don’t like with dedicated nade button in games I’ve played is that you use that button to cook/fire the nade also, I prefer using mouse 1 for any weapon firing, would be nice if could press the grenade key which sets the fuse then be able press and hold mouse 1 which then takes over and you can safely let go of the grenade key and it’s business as usual to cook the nade till you release mouse 1.
So if you are wanting just a quick toss you just hit the grenade key but but if you are wanting to cook it you have option of priming the nade either by swapping over to mouse 1 or by keeping hold of the grenade key.
I really like that suggestion! It would make g as a grenade button usable and allow to map the mouse buttons to something else.
I concur, i prefer mouse1 for all weapons. Better yet, separate weapon banks for all weapons and items. But im guessing since there arent enough buttons on controllers
this wont be a feature on PC.
I’d like the best of both worlds, instant throw and selectable for cooking on mouse1… but then again, i’m a selfish git.
I prefer mouse1 for grenades as well. If you want us to take advantage of the whole “shooting the nade in mid-air” thing, perhaps an automatic switchback to main weapon bank upon throwing the nade?
you throw nades with left hand, your primary weapon is still in your right hand, no need to switch
i have to admit, i don’t understand why you guys would want a slower system that forces you to de-equip your gun to be able to throw a grenade. what advantage is there to slow down such a crucial action by having a mode swap?
For me it’s movement control while cooking. I like to cook the nade while making my way to a known enemy contact point, and time it so when i throw it, it explodes as soon as it hits the ground. If i just throw and it lands on the ground, the enemy will hear it and have time to avoid it. Because of my usual key layout, that won’t be possible. I guess I can re-jig my nade button and get it on the mouse somewhere, not a major problem.
Think you misunderstood, nothing wrong with a grenade key to arm it, just would be nice if once armed you can use mouse 1 to cook and fire it rather than having to keep holding down the grenade key in order to cook and fire it. Here’s what my suggestion was with ‘G’ been grenade key for example:
Press and hold G
Grenade fuse now started, you can either let go of G to throw it quickly or keep holding to cook it.
However if you press mouse 1 while holding G you can let go of G and resume cooking the nade by holding mouse 1 freeing up that finger that was on G for other things.
I assume you cannot fire another weapon while cooking nades so make sense you should be able to use mouse 1 if you wanted to.
Not totally the same but in ET:QW for planting charges and constructing and so on you had option of pressing ‘action’ which was the F key by default I think it was and that would automatically switch to the explosive charge or whatever tool was to be used and start using it while you had hold of F but you could swap over to mouse 1 (fire) to complete the task and let go of F.