Reloading


(maxtalent) #181

[QUOTE=SockDog;234536]Still not sold on the need to change reloading. The compromise is certainly better than a mini-game for each reload but I don’t know if the balance of speed vs ammo loss is itself going to add to the game. As laid out in the original post, most times out of ten you’re going to be dead anyway. When you get a respite you’re going to want to top up ammo. How often are you going to get a situation where “awareness” says that your need to reload 50% faster justifies a lost of 30% of your remaining clip? Isn’t this just going to end up with people dumping partial clips everywhere and asking for default ammo buffs?

I just don’t see anything thus far that makes me think hey this is a cool feature that I’d want in my game. I mean, why not just give people recharging ammo cells and be done with it? Or hammer a key to reload a clip with bullets one at a time?[/QUOTE]

I doubt it but if you had the ability to pick up your own ammo you could just say screw you go pick up your old ammo or go to a command post. problem solved


(SockDog) #182

What I mean, is are people really going to put the thought into it that we expect or are they just going to go WTF, quick reload, then look at SD for failing to get them enough ammo or ways to replace it.

The mechanism itself seems sound I’m just questioning it’s actual impact on the game. Let me put it this way, it’s not something that would likely turn me off the game but it’s also not something that would encourage me to buy or like the game more either.

As I said way back, it’s really something that has to be implemented as a concept and tested. Theoretically it sounds good and bad. Maybe someone can mod this in when Brink is released and we can see if it alters the play for the better or worse.


(maxtalent) #183

yeah I think it would have to be tested to see whether or not its as effective as it sounds on paper


(MadJack) #184

Of course any feature has to be tested to be adopted by the game, but I do think it’s not a bad idea.


(Nail) #185

it’s spelled whether, not weather (cloud cover, temperature, etc.)


(tokamak) #186

I’m not speaking of a bias between sides but rather a bias between bodytypes.


(maxtalent) #187

sigh spell fail


(tokamak) #188

It’s not about the balance between teams, it’s about the balance on a player by player basis, you add a random factor in a game over which players have no control, it detracts from the role skill plays in a game.

As long as the consequences are being made very clear to the player I don’t think it will cause much confusion.


(SockDog) #189

I don’t doubt they’ll understand they lose ammo by quick-reloading, I question whether they will care. Whether any impact on the game as a whole will be connected to that lack of caring. Or will it just be blamed on some other perceived inadequacy of the game design like default ammo amounts, ammo distribution or just promote doing a /kill when you’re low on ammo?


(tokamak) #190

Yeah good point, same thing happened to Quarry.


(Ragoo) #191

Quarry? The horrible Quake Wars map?


(tokamak) #192

Exactly my point, but let’s not derail.


(INF3RN0) #193

Tormentor drops ruined that map tbh. Actually vehicles in general. Glad you like it though…


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(ZeroCaliberSlug) #196

no thanks. i don’t wanna lose to some noob 'cause i wanted to save ammo and leave the 15 bullets in my gun whereas he just spawned and has 30 rounds of pain…


(tokamak) #197

That’s what I like about it, the players who do manage their ammo better, reloading the right way and sticking with the soldiers in the team will stand a very good chance of beating that noob who just spawned.


(XxGamerKidxX) #198

alright first of all why would someone make a thread for this i mean this seems like something stupid to make a thread for


(H0RSE) #199

Why would someone make their first post as useless as this…


(tokamak) #200

I don’t like reloading as it is (in most fps games) and I think it can be done better. Is that good enough a reason?

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