would you be able to pick up mags that you yourself have thrown down?
Reloading
A nice way of making everyone happy. Im glad. Tough not crazy to see it implemented.
After the timeout period… but so can your enemy, so if you quick reload and get killed, you actually benefit the enemy… THE MIND BOGGLES!!! :eek:
That could be viable as a solution.
Normal reload or emergency reload costing you your leftover (reusable).
That is something I definitively could live with.
Must say I like that idea as well.
It would however kill the soldiers ability to supply ammo. If your teammate is out of ammo and you have plenty, you just quick-reload a full clip, dropping it on the floor for him to pick up.
[QUOTE=Mimical Theory;234377]
I left the revolver right beside the table, feel free to pick it up and shoot this down.
If you would like.[/QUOTE]
it is an interesting mechanic and this is in theory of course as i haven’t seen it practice, but here is something that came to mind:
when you’ve run out of bullets in the clip, you could always do a fast reload without any cost. and it may even be that in the majority of the situations where you are under pressure and would need to do a fast reload and have lots of health left, your clip will be so empty anyway that the cost of doing one would be negligible.
i can imagine some situations where choosing one type of reload over the other would be a kind of tactical choice instead of a trivial one, but not that many. for example if you have 10 bullets left in the clip and 15 in the backpack, you are healthy and defending, you know the attacking team is about to push, and you know that you don’t necessarily have quite enough time left to do a slow reload before you’ll need to start shooting.
i mention health because all the bullets in your clip become useless when you run out of it, and can even become kind of treasure for the enemy in w:et for example. i know i love it when someone was kind enough to die holding a freshly reloaded gun.
Nice solution. I like it a lot.
Yes, that’s exactly what bugs me about the current reload system. The trivial handling of your weapon.
Fully emptying the clip should disable fast reloading. This means the fast reload is only doable up to one bullet left in the clip. This means there’s still a form of penalty to the people who blindly empty their guns, like with the strogg overheating their weapon.
Well if there is 0 bullets left in a mag then you would have to re-cock it before you shoot it again, so that would add a small amount of time to the total reloading animation. and if thats the case then at 1 bullet you can emergency load, and at 0 you have to load ( which would mean dropping the mag anyways because its spent, and putting a new one in, and then re-cocking it. ) if it worked like that then 0 bullet reloads woult be shorter then a “X” ammo left reload, but always longer then a emergency re-load.
Thus the player would be not be able to do a “emergency re-load” at 0 bullets left, which keeps it balanced. ( I think lol )
I’m just tossing idea’s here.
But this way it adds alot of depth to the reload portion of the game, which Tokamak is arguing we should,
(if i’m reading this correctly)
Thanks for the positive views,
[QUOTE=light_sh4v0r;234449]Must say I like that idea as well.
It would however kill the soldiers ability to supply ammo. If your teammate is out of ammo and you have plenty, you just quick-reload a full clip, dropping it on the floor for him to pick up.[/QUOTE]
I don’t really think so, wouldn’t they have to have the same weapon as you? and they’d only get a little ammo besides, I thought the solider ability would be a near/full resupply?
question: would the theoretical mag you threw down after a quick reload be for anyone, any team, any weapon? or only for the same weapon?
I think magazines you throw down should be effectively destroyed and have no further use in the game anymore. Otherwise it would be very complex indeed.
Welll I like it, it’s far more interesting than what I came up with. The complexity and depth (depth ≠ complexity) but isn’t forced down anyone’s throats, which I have to admit, was what my suggestion did.
I disagree I think the ammo should be divided into types i.e. SMG ammo, AR ammo, mini-gun ammo, light rifle ammo, pistol ammo
that way its not like your picking up ammo all over the place but you can still find ammo for your gun sometimes
Yeah it’s a novel idea but it would put a rather big random factor in the game. You have to happen to come across bodies that dropped the right kind of ammo. It would also be unattractive to take some less popular weapon types as their ammo drops less.
There’s still a bias there. Why do you want such a feature? Wouldn’t it also steal diminish the importance of soldiers and command posts?
maybe…but i don’t think so. In practice I think you’ll only be finding small chunks of ammo sporadically so I don’t really think it would usurp the soldiers and command posts role. But this all depends on how much ammo you start out with really.
I can’t say it add too much complexity, because it doesn’t, it’s a rather simple concept. But, and this could just be a gut feeling, I mainly don’t like it because it seems to give ‘noise’ to the battle, random noise, very tiny bouts of luck as players stumble upon the right pieces of ammo.
I disagree it would nullify the soldie’s and the command post’s role. Even if a couple of clips are dropeed, remember that most that have been dropped contain a very limited amount of ammo, so no fill up.
Also, that brings a question. I’m not sure if it would be a good idea, but maybe that found clip couldn’t be mixed up with you leftover?
It is slightly ridiculous I have to admit, but on the fact that you quick reloaded so that it would be faster to get back into the fray, that dropped ammo cannot literally be emptied and the bullets added to your stash. It -is- a leftover. So either (both actually) the partial clip goes to the end of your queue, which means that your last clip will be that half-empty (or whatever was left) clip, or once you have amassed enough dropped clips it becomes part of your pack, like nothing happened.
Maybe that will help.
You find a clip with 4 bullets left.
Let’s say you had 36 before picking it up. You now have 40 but the last four will be in your last clip.
Assuming a clip has 12 bullets, if you have gathered eight more, you now have a full clip and your last clip will be as usual.
I think that would be fair, but I honestly don’t know how implementable that would be.
It does, but since it’s not relevant for one team only, it is fair. Of course it also depends on players and how much they are willing to drop those. It also could be a tactical advantage not to drop any, taking care to use all your clip, just in case it could help your enemies. But that’s a risk either way. You could die from not quick reloading or what you dropped could be the instrument of your own doom.
But as I said, it’s fair. As long as the feature is available for both sides, it doesn’t unbalance anything and that’s what is important. Now, using the feature or not is quite another story.
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?