SD: 2 simple changes that would greatly improve gameplay [PC]


(Ryfje) #21

I agree with this fully but don’t forget there should also be an objective button as sometimes when you try and repair/plant bomb you can buff others.


(slengteng) #22

I was having the buff instead of revive issue last night. In a crowded room that is really very annoying, especially when you are low on pips.


(szr) #23

Maybe we could keep the single button which does buffs and revives or whatever but it should prioritise, so for example, if your a medic and theres someone whos down but theres also someone who could be buffed stood within range, the system should prioritise the dead body and pass it a revive syringe rather than buffing the other guys health.


(DarkangelUK) #24

Nah, that solution isn’t situational enough to know what your intentions are at the time. Having them on separate keys is far more intuitive as you’re the one that knows what you want to do rather than the game guessing.


(ED209) #25

Yeah, one button for all is not the best for medic. I have played a couple of hours and can attest to this.


(Apoc) #26

I was trying to get familiar with the richie and weigh up if it was better than the sea eagle :slight_smile:

Also on topic, i know there are lots more issues in this game, but i really feel these changes would improve gameplay hugely, the player would feel more in control, controls more responsive, game less clunky and much smoother to play and a speed and quality increase in gameplay in general.


(trollface) #27

I’ve lost all trust in SD. They seem to avoid all the issues that require any kind of effort to improve the experience of the PC user.


(gee666) #28

And you know this how?


(zicogja421) #29

I definitely agree with the OP.

And I think the buff/self-buff system is probably the single most important thing for SD to change - in other words, it should be changed before anything else because it affects the overall (PC) game play the most. Then probably comes the shooting characteristics, then the sound localization, and then things outside of gameplay that would make the game much better and user-friendy, e.g., better chat system, demo support, first-person spectating, better server browser, skippable cinematics, etc.

And as I stated in another thread, implementing a new buff/self-buff system would not even require the players to bind any new keys, at least not that I can think of. To quote my other post, it could work something like this:

"The use key could be reserved for interacting w/ the environment (claiming/using CP’s, using machine guns, etc.) and for completing objectives (planting charges, setting a hackbox, etc.) Since none of these actions can ever be performed that closely to one another (as far as I know), then there wouldn’t really be any chance of accidents (please correct me if I’m wrong here). Then you leave the self-buff key for drawing the self-buff items like syringes, weapon buff, and ammo. Since these buff items can be used both on yourself and on teammates, you simply make it so that players use the fire key if they want to use it on a teammate and the iron sight key if they want to use it on themselves. The ancillary buffs (adrenaline, kevlar, etc.) already have their own keys bound and would work the same way in regards to using different keys to buff or self-buff if necessary. "

I think the system described above would work quite smoothly, especially if it were to be implemented in conjunction with the removal of the lock-on system currently employed by the game.

I’m usually medic so I haven’t experienced all the nuances or issues that may come with planting HE charges or hacking an objective (although I have done each a few times). But is there really a problem with leaving the use key for those actions if the buff/self-buff actions were necessarily bounded to other keys? In other words, is there a good reason to also introduce an item bank so that players could carry around an HE charge (or pliers) or hackbox (or hackbox activator) instead of just having to press the use key in front of the objective? I did see the OP write this: “Having to do all plant objectives in one go also seems stupid, if i put a box on the wall, then fall over before i can type in the code to activate it, i don’t understand why it would vanish into thin air as a result.” But to fix that wouldn’t require implementing an item bank. It would just require the game to keep HE charges around even if they were not completely planted. Then a player could simply return to the HE charge and hold the use key some more to finish off the plant.


(Apoc) #30

[quote=zicogja421;333451]

I’m usually medic so I haven’t experienced all the nuances or issues that may come with planting HE charges or hacking an objective (although I have done each a few times). But is there really a problem with leaving the use key for those actions if the buff/self-buff actions were necessarily bounded to other keys? In other words, is there a good reason to also introduce an item bank so that players could carry around an HE charge (or pliers) or hackbox (or hackbox activator) instead of just having to press the use key in front of the objective? I did see the OP write this: “Having to do all plant objectives in one go also seems stupid, if i put a box on the wall, then fall over before i can type in the code to activate it, i don’t understand why it would vanish into thin air as a result.” But to fix that wouldn’t require implementing an item bank. It would just require the game to keep HE charges around even if they were not completely planted. Then a player could simply return to the HE charge and hold the use key some more to finish off the plant.[/quote]

I wasnt suggesting an item bank, i was merely suggesting having the option to bind one key to soley buffing and another for the objectives/revive. So if you tried to revive an incapacitated player as a medic with the buff key nothing would happen, and if you tried to buff a player with the revive key again, nothing would happen. Thus eliminating the countless number of time wasting, frustrating mistakes in games.

Emphasis on “the option to”, players may not want to change it, but i would like the option to be available.

The item bank was fantastic in ETQW, extreamly efficient, allowed players to pre select defibs or pliers or arming tool, so they could do whatever their goal was the second they reached it. It was very efficient, however i can see SD arent making an etqw clone, i apreciate they dont want console versions and pc versions to be completely different, and that on consoles an item bank would be slow and clunky. Therefor i believe my solution would be the easiest and simplest without changing the game itself.


(zicogja421) #31

Oh OK. I knew you weren’t suggesting an item bank for objective items (HE charges, etc.) but I thought you were suggesting a buff item bank. I think I understand your system and it seems to make sense. So, under your suggested system, I would, for example, use F to revive as a medic or complete objectives as other classes. Then I could use mousebutton 4 for buffing teammates with my active selected buff. Then I could use mousebutton 5 for self-buff/self-revive. Something like that? If so, I think it would have the same effect as my suggested buff item bank, although mine might feel a bit more intuitive for players of previous SD games.


(Apoc) #32

I personally wouldnt want a buff item bank, i only use buffs for a split second, and it would mean sd had to impliment a weapon/item bank system with new models for when characters are holding certain things etc etc, would be alot of work. As opposed to just adding the option to rebind a couple of actions.


(zicogja421) #33

Yeah, good point. It would probably be easier to develop and just a bit easier for players.


(aignetti) #34

animations are realy awful … nice job op


(trollface) #35

[QUOTE=gee666;333444]And you know this how?[/QUOTE]Theres a little icon next to threads, that show which ones SD has posted in. You’ll notice, they are very helpful when it comes to trivialities or simple setting changes, but once it comes down to the core issues PC users are having with consolitis and general nonsense that doesnt belong in a PC game there is total silence.

I thought that was pretty obvious, but just in case you’re not so good at reading between the lines, the clarification was helpful i’m sure.


(howie) #36

Take RTCW and ET. Keep the gameplay exactly the same but with the addition of parkour - job done. Awesome game that 1000s of loyal fans will lap up!


(trollface) #37

[QUOTE=howie;333647]Take RTCW and ET. Keep the gameplay exactly the same but with the addition of parkour - job done. Awesome game that 1000s of loyal fans will lap up![/QUOTE]However much i’d like to see that, a new engine is bound to feel different.

And then you need new animations, abilities and cool cinematics to please every kind of retard on the planet.

And chances are you wont even be able to do that right, so you end up with BRINK.

gl hf


(MoonOnAStick) #38

I would love an ETQW style item bank. I think there’s a reason why so many PC FPS games have had a single, scrollable list of guns/items.

It looks, to me at least, as if they came up with a solution for consoles (4 abilities mapped to the dpad directions) and then tried to adapt that for PC users.
But it has led to this bizarre situation where I can use the mouse wheel to rotate between my two guns, but not to select a grenade/mine/turret/charge - none of which can be used whilst shooting. Merging buff abilities with weapon/deployment abilities into one four item list doesn’t make any sense to me.

One change could involve two item banks - one ETQW-style item list and one buff list. This would only require re-jigging the icons in the bottom left to form two rows (and the addition/repositioning of some gun icons).
The item bank would be scrollable using the mouse wheel (or standard number shortcuts.) The buff list (which may contain only one or zero items) could also be scrollable with mouse wheel plus key modifier if desired. Keep the ability to access melee attacks/grenades directly and everybody is catered for.

Sorry for the off-topic. Your suggested changes would also be welcome.


(Novalis) #39

Great threat and nice suggestions to the most frustrating gameplay issue.
ETQW Item banks would be great, but seperating buffing and reviving would be a great improvement either.


(Apoc) #40

“shows which one they have posted in” exactly, doesnt mean they havent read all of these, most of these threads arent asking a question to SD, they are usually proposals and suggestions, what are you expecting, SD to write “umm…thanks guys, we will take that on board” for all the hundreds of random suggestions threads?