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  • Tweaking the ammunition system

    As always, everything in-game impresses me; no complaints at all. With regards weapons, I've got three suggestions:

    1) Keep partially empty mags for use later

    2) Introduce per-shell loading for shotguns

    3) Increase standard shotgun to a more sensible 6-7 shell capacity

    Number 1 means reloading during 'quiet' time doesn't lose you ammunition, and you end up swapping between mags with 10-20% remaining; per-shell on the shotguns does the same thing, but allows you to 'top up', and the three round shotgun is both useless and wildly unrealistic. At 6-7 rounds, the special shotgun is still better but 80% and has grenades. Any other ammo related ideas? So far, only the 'loadout' system needs improvement, everything else is 100%

  • #2
    I am not too keen on the idea, i like the shotguns the way they are now really... The normal shotgun is a really powerful back up weapon but if you want to take a proper shotgun its the automatic one.

    Possibly the shell by shell reloading might be cool, but I really haven't had trouble using it as is (Except for gibbing my medics alot... Sorry).

    I really don't like the idea of keeping partial mags, and merging mags is a little ridiculous. I wouldnt want to think i had 5 full clips when i really have 2 full and 3 with about 20 in...

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    • #3
      Originally posted by Gretik
      I really don't like the idea of keeping partial mags, and merging mags is a little ridiculous.
      I wouldnt want to think i had 5 full clips when i really have 2 full and 3 with about 20 in...
      Those two sentences seemingly contradict themselves.

      If you don't want it to show 5 clips when you really only have 2 full ones and 3 partials, wouldn't you then rather have it show 3 full clips by merging the 3 partials (which currently magically disappear) into 1 or 2 full clips (depending on how much are in the partials)?

      Merging mags is less ridiculous than ammunition magically disappearing when you reload, and less confusing than having partial clips left over, which as you said would be mistaken for more full ones.

      Again though, like Friendly Fire, this is an issue best solved by having an Option in the setup screen where the host sets difficulty level so it can be either the current way where ammo disappears or a merge method, just like the ability to enable or disable Friendly Fire could be.

      Comment


      • #4
        I really like the Idea to improve the standart Shotgun.

        Give it a 5-7 Shot Mag or raise the ammount of magazines to 14.

        Most players take the Rifle because the standart Shottie runs too fast out of ammo, and running out of ammo before the half map is passed is just deadly.

        Rifle has much more Ammo compared to the Shotgun and both are standart Weapons aviable for every class.

        When i play Medic, i like to take an Shotgun but the low ammount of ammo shocks me off to take an Rifle.

        Comment


        • #5
          I dunno about this 'partial' magizine stuff, but It would be good if you could load your shotgun shell by shell so there is no wasted ammo, seeing as shotguns don't normally have clips as far as i'm aware.

          I wouldn't know if the normally shotgun is un-powered, because I never use it. I much prefer the rifle, or the rifle + flashlight combo.
          .: Daymaster - Mockers Thievery Guild :.

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          • #6
            Originally posted by TafferBoy
            I dunno about this 'partial' magizine stuff, but It would be good if you could load your shotgun shell by shell so there is no wasted ammo, seeing as shotguns don't normally have clips as far as i'm aware.

            I wouldn't know if the normally shotgun is un-powered, because I never use it. I much prefer the rifle, or the rifle + flashlight combo.
            Normal shotgun has a sucky clipsize (3 shots?!?!). Is useful as a last resort (better than the pistols), but would not recommend it for combat usage. The Assault shotgun is an entirely different ballgame, that thing in the computers hands is *evil*, I dunno if it's just me, but the AI seems to make the thing fire even faster than usual, watching Sarge walk round with what looks like a jackhammer is a terrifying sight.

            Rifle is definitely the default weapon of choice, and strangely 5 clips of that will more or less last you the entire mission, given the ammopack stores a further 5 on top to split between the marines you get plenty of spare firepower to work with. Still think the autogun needs to be ramped to 300 rd capacity, just to match it up with the rifles (100 rds in the clip + 5 clips = 600 rds, the autogun comes up 100rds light).

            Just finished mission 2, and yes, I am now of the opinion that rescuable / unlockable extra marines would be the icing on a superb cake. A few extra tinker toys for high level characters, more levels, and we're pretty much on a perfect setup.

            Nova

            Comment


            • #7
              Originally posted by BlackNova
              the AI seems to make the thing fire even faster than usual, watching Sarge walk round with what looks like a jackhammer is a terrifying sight.

              Mmmm, jackhammer...
              http://world.guns.ru/shotgun/sh10-e.htm

              Comment


              • #8
                I argue that the normal shotgun is far, far worse than the pistol. On normal, two pistol shots kill an alien, and you've got 12 per clip and 5 spare. Far better than this three shell nonsense. AND taking the shotgun replaces something useful like the ammo bag etc. Complete waste. AND they don't even share ammo. UGH.

                And partials are waaaaay better than having to empty your mags; its totally ridiculous that you just drop the mags. Real soldiers keep their ammo. If you're worried, empty your mags, have them noted on the display separately; but over 6 mags, I'll usually waste 100 rnds just because I don't empty them. So overall I'd rather have the extra mag.

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                • #9
                  I didn't like the normal shotty at first either. But now I quite like it. Makes you think before you shoot and be extra carefull with your shots.

                  Comment


                  • #10
                    Originally posted by JRock
                    Those two sentences seemingly contradict themselves.

                    If you don't want it to show 5 clips when you really only have 2 full ones and 3 partials, wouldn't you then rather have it show 3 full clips by merging the 3 partials (which currently magically disappear) into 1 or 2 full clips (depending on how much are in the partials)?
                    No it doesn't contradict, I wouldn't want to be mislead by my ammo count and i find the idea of merging magazines mid mission silly, hence I am glad you just discard half used magazines at the moment.

                    In all honestly, how long does it take to unload and load a magazine...
                    I mean put bullet after bullet into a magazine, which is what you'd have to do with partials to merge them...

                    Comment


                    • #11
                      Originally posted by Gretik
                      No it doesn't contradict, I wouldn't want to be mislead by my ammo count and i find the idea of merging magazines mid mission silly, hence I am glad you just discard half used magazines at the moment.

                      In all honestly, how long does it take to unload and load a magazine...
                      I mean put bullet after bullet into a magazine, which is what you'd have to do with partials to merge them...

                      Merging magazines is obviously quite silly. I'm not sure what you mean by being 'misled'.. having a mag with 25 is far better than no mags. I assume you mean when you run out you request more; so displaying fresh mags/used mags + ammo bag mags would fix that for you. I don't use the rifles much anyhoo, so I've never been through all 6 magazines.

                      The normal shotgun isn't bad, its just stupid that it's got three shells. What is it, a K-mart shotgun? Reloading shotguns in a 'magazine' sense is just lame; your little dude is hardly jacking out all the shells then putting new ones in.

                      Does anyone know why the better shotgun is a 'pneumatically assisted' pump, and not a semi auto? I mean, really...

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                      • #12
                        Actually, I think that the marines should indeed have per-clip ammo, and always load the fullest clip they have. That way, when you are down to 74 ammo, and try to reload, and it just blinks the 74 at you, you know that that's the best clip you've got. After you're down to 52, say, and try again, and only manage to find a clip with 57 ammo, you'll still be stressed, but not be throwing away ammo.

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                        • #13
                          I think that this is stressing a little too hard about a fast-paced shooter. If you don't want to lose the extra bullets, don't reload every time you press the fire key. This isn't Counterstrike.

                          Comment


                          • #14
                            Thats a pretty flash idea; I was also thinking when a mag is 'discarded' that it should be dropped in-game, so if you want you can pick it up again for use later, in a system like yours. Then people who only want full mags don't have to worry. But, like the JRock guy keeps saying, it should just be an option, so people can pick how they want to play.

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                            • #15
                              Originally posted by SpiderJerusalem
                              This isn't Counterstrike.

                              Amen!

                              And, no need to use dirty words!

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