Reload'in At The Armory
Speed_2_Dave
Join Date: 2002-11-15 Member: 8788Members
<div class="IPBDescription">Wow.. you really did something.. weird</div> Has anyone else had a problem with the new reload plan at the armory? I've been playing a few Games of NS today/last coupla weeks, and with the new 1.04 you don't have to worry about grenade spam at base. Hell, if you don't kill a marine, all you have to worry about is a knife. If I'm at 0/0 on ANY gun, I have to go to the armory, or get an ammo drop (armory being the more likely choice), when I get my first bit of ammo.. *click* I start reloading the 1/2 clip I just got. I use the armory further, it caps at 0/x, where x is the maximum number of rounds the gun can hold. After stopping reloading, the gun proceeds to not have ammo. Being the impatient guy that I am, I switch guns (usually to my knife) and back to the gun and.... I get to reload again! Now I can proceed gaining ammo from the armory as per the old way.
What this might cause is an increase in people who go 50/250 rounds, I mean, it makes more sense, since you always die before you run out of ammo, there's no need to worry about having to reload twice. What this also means, is that any time someone has to reload and is at 0/0 (provided the comm doesn't want to waste the 2 resources on ammo), he is effectively dead and out of the round until he reloads or dies and respawns.
To me, tonight, I'd use all of my ammo, then go console/kill, even if I was defending the base, because of the new appalling reload rate of any gun that runs out of ammo. The GL's? The reload is somewhat slow, you get 4 shots per reload, and if you EVER hit 0/0, you have to take twice as long to reload.. that's just... great.
I hadn't bothered with complaining about this problem since I haven't seen anyone else moan about it, but if I go 50/150 and am defending the base against fades, I will run out of ammo eventually (fades I fight against are dumb as bricks, it's just like a rule or something). This new "feature" will make me go alien, guaranteed. I love nerfed marines if I'm an alien, they're just not scary in the base, because you don't have to worry about spam of any kind, bullet, grenade, whatever. The only fearsome weapon in a typical besieged marines' arsenal is... THE KNIFE. *shrug* Anyone else had problems with the new reload/<b>prefer</b> it?
What this might cause is an increase in people who go 50/250 rounds, I mean, it makes more sense, since you always die before you run out of ammo, there's no need to worry about having to reload twice. What this also means, is that any time someone has to reload and is at 0/0 (provided the comm doesn't want to waste the 2 resources on ammo), he is effectively dead and out of the round until he reloads or dies and respawns.
To me, tonight, I'd use all of my ammo, then go console/kill, even if I was defending the base, because of the new appalling reload rate of any gun that runs out of ammo. The GL's? The reload is somewhat slow, you get 4 shots per reload, and if you EVER hit 0/0, you have to take twice as long to reload.. that's just... great.
I hadn't bothered with complaining about this problem since I haven't seen anyone else moan about it, but if I go 50/150 and am defending the base against fades, I will run out of ammo eventually (fades I fight against are dumb as bricks, it's just like a rule or something). This new "feature" will make me go alien, guaranteed. I love nerfed marines if I'm an alien, they're just not scary in the base, because you don't have to worry about spam of any kind, bullet, grenade, whatever. The only fearsome weapon in a typical besieged marines' arsenal is... THE KNIFE. *shrug* Anyone else had problems with the new reload/<b>prefer</b> it?
Comments
Switch back and forth between gun and anything else, including another gun.
You'll interrupt the reloading animation so no pause, and keep getting ammo for either weapon each click. When you get pistol full, rapid-switch between it and back to the LMG to refill it faster again without ever doing the reload animation.
The real problem is that if you have 0/0, and gain ammo... it triggers the auto-reload. THAT is the source of this problem and semi-bug. Auto-reload needs to auto-abort if you're using an armory. Personally, I'd say auto-abort reload ENTIRELY if you use an armory.
How come the HMG only fills up surplus ?
Never fills up current mag for me and thats odd...
Sorry if its been asked before but at least I dident start a new thread
hehe
Yeah just go back to the old way. A good leap skulk can take out any gl. Then fades can run the base...
btw u can still nade spam like mad. you just need to fill up on nades _first_ then you can do the old fire 2, +use, fire, +use, fire 2, +use ... trick. yes i have tried it.
Yea?
I wish I could take out a HA in one leap..
BlueGhost
btw u can still nade spam like mad. you just need to fill up on nades _first_ then you can do the old fire 2, +use, fire, +use, fire 2, +use ... trick. yes i have tried it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
not only tried but use effectivly in multiple instances, the need to have it at full ammo before it reloads is only an inconvenience, if they're trying to put a stop to that tactic they better find a different method
I still think the advanced armory should give a full clip per tick.
How come the HMG only fills up surplus ?
Never fills up current mag for me and thats odd...
Sorry if its been asked before but at least I dident start a new thread
hehe <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
it should *always* go to surplus first, they changed this in 1.04 to combat nade spamming, which I now know how to do again (thanks guys, I'm usually the welder *#$%^ in the base keeping the turtling comm alive).
I also agree that the auto-reload should be removed, this will solve the problem entirely. Also in following the spirit of what Flayra was trying to do, I don't think the armory should reload your current clip at all, which is also a step toward the explainable for those who are all about realism. (not me)
So many "also"s in there. darn.