<div class="IPBDescription">Why was this scrapped?</div> Why was this IMHO awesome idea scrapped? Did it turn out it was too hard to do and Flayra didn't want to bother. Is it even possible? Did he just decide he didn't like it?
It's possible. I personally think that while the gun was the sexiest thing in 1.04, it reloaded too fast for something so powerful. This system increases reloading time a lot, which is better imo.
<!--QuoteBegin-Rapier7+Mar 25 2004, 07:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Mar 25 2004, 07:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Constant spammage would be a major problem.
Not to mention you'd have to rework the model to allow that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How would this be spamming? The time it takes to reload 1 round would be a waste of time, IMHO, considering how long it takes to reload the entire clip.
How would you need to rework the GL model? It is perfect for the 1 grenade at a time, it already "looks" the part, it just doesnt function it.
I think this would be a GREAT idea, especialy when you get up to the 3rd grenade, have to pull out pistol to take care of some lone skulk, but then have to start from scratch to reload again.
<span style='font-size:8pt;line-height:100%'>Shotgun style reload was an intuitive idea that somehow never got implemented. WFT. If it's too hard, just give us a model like the original that uses clips, but takes a long long long time to fully reload, like the HMG. Since that sounds like it would take longer, just implement shotgun GL reloads. It just doesn't make sense to see my hands load three nades, quickswitch to pistol for a wounded skulk, then quickswitch back and have to start over. What the hell, did the shells FALL OUT OF THE GUN while I put it away?</span>
Swift Idiot, it probably did, seeing as when you switched, you never bothered to secure your salvo. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Quick switching like that is pretty **** if it reloads the previous weapon.
mmmm, it is annoying to watch yourself load, then switch, then back, and...."$!@% where the hell did my shots go?!!" epecially if you bump q or whatever by mistake <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
on the same note, are you supposed to be able to shoot the shotty during the reload animation, and cut off the loading with only the shots you had put into it? coz this always feels really buggy to me
<!--QuoteBegin-Exer+Mar 26 2004, 12:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Exer @ Mar 26 2004, 12:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What I'd love to see is the reload animations!!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What, the GL's reload animation? Load up the GL in Model Viewer and watch it reload all day long. It <b>has</b> the animations, but it doesn't have the actual reload.
I believe this idea was scrapped due to time and bug concerns. To make it a weapon like the shotgun, you'd have to "add" a round to the "chamber" every time the animation played you shoving a shell in. An +attack would interrupt this, cause the animation of the chamber being shoved in to play, and the ability to fire normally restored..
However! Due to the rather horrible way that HL handles weapons, you could easily wait for it to reload four, then instead of waiting the normal time (Like you have to now) for the chamber to re-engage, you could hit lastinv twice, and have a fully chambered GL in a lot less time.. Etc.
It's a nice idea to have, but won't be put in anytime soon. Be patient.
<!--QuoteBegin-Delphi+Mar 26 2004, 01:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delphi @ Mar 26 2004, 01:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe this idea was scrapped due to time and bug concerns. To make it a weapon like the shotgun, you'd have to "add" a round to the "chamber" every time the animation played you shoving a shell in. An +attack would interrupt this, cause the animation of the chamber being shoved in to play, and the ability to fire normally restored..
However! Due to the rather horrible way that HL handles weapons, you could easily wait for it to reload four, then instead of waiting the normal time (Like you have to now) for the chamber to re-engage, you could hit lastinv twice, and have a fully chambered GL in a lot less time.. Etc.
It's a nice idea to have, but won't be put in anytime soon. Be patient. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> oooo, he knows what he (or she i guess) is talking about~
<!--QuoteBegin-Galvatron+Mar 26 2004, 12:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Galvatron @ Mar 26 2004, 12:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mmmm, it is annoying to watch yourself load, then switch, then back, and...."$!@% where the hell did my shots go?!!" epecially if you bump q or whatever by mistake <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
on the same note, are you supposed to be able to shoot the shotty during the reload animation, and cut off the loading with only the shots you had put into it? coz this always feels really buggy to me <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> A bug? Quite the opposite! The shotgun reload system is logical and realistic. With real-life shotguns you are able to fire off every shell you load into the chamber as you are loading it. Just think back to CS with their shotties. This is typically how all shotguns work. Now it also follows that anything resembling this reload system should work the same way (i.e. the gl). Since the gl sports a rotisary style chamber (forgot the real name for it :S) it is not only acceptable but logically obligatory to make the GL load in a shotgun manner! The current way the GL loads is retarded and is almost as bad as as making pistol fire automatic, it just AINT RIGHT! Balance won't be terribly affected n e wayz cuz popping one shot off and having to reload everytime is not very effecient nor very deadly and would only be used in cases of emergency (skulk in ur face).
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
by shotgun style you mean shoot a couple shots, and the reload the shells one at a a time right? A shotgun loads shells, the grenade launcher loads shells... You can just shoot one grenade then reload to have a grand total of 4 and then shoot another one, saving 3 for targets of opportunity [structures, onos, fade, etc] while still effectively covering people.
by "shotgun" I think they mean, when your launcher is empty and hit reload, the shells go in one by one. You don't need to wait all 4 shells to be reloaded before shooting/changing weapon, as you can interrupt the reloading sequence.
Comments
Not to mention you'd have to rework the model to allow that.
Not to mention you'd have to rework the model to allow that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How would this be spamming? The time it takes to reload 1 round would be a waste of time, IMHO, considering how long it takes to reload the entire clip.
How would you need to rework the GL model? It is perfect for the 1 grenade at a time, it already "looks" the part, it just doesnt function it.
I think this would be a GREAT idea, especialy when you get up to the 3rd grenade, have to pull out pistol to take care of some lone skulk, but then have to start from scratch to reload again.
Quick switching like that is pretty **** if it reloads the previous weapon.
on the same note, are you supposed to be able to shoot the shotty during the reload animation, and cut off the loading with only the shots you had put into it? coz this always feels really buggy to me
What, the GL's reload animation? Load up the GL in Model Viewer and watch it reload all day long. It <b>has</b> the animations, but it doesn't have the actual reload.
However! Due to the rather horrible way that HL handles weapons, you could easily wait for it to reload four, then instead of waiting the normal time (Like you have to now) for the chamber to re-engage, you could hit lastinv twice, and have a fully chambered GL in a lot less time.. Etc.
It's a nice idea to have, but won't be put in anytime soon. Be patient.
However! Due to the rather horrible way that HL handles weapons, you could easily wait for it to reload four, then instead of waiting the normal time (Like you have to now) for the chamber to re-engage, you could hit lastinv twice, and have a fully chambered GL in a lot less time.. Etc.
It's a nice idea to have, but won't be put in anytime soon. Be patient. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
oooo, he knows what he (or she i guess) is talking about~
on the same note, are you supposed to be able to shoot the shotty during the reload animation, and cut off the loading with only the shots you had put into it? coz this always feels really buggy to me <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A bug? Quite the opposite! The shotgun reload system is logical and realistic. With real-life shotguns you are able to fire off every shell you load into the chamber as you are loading it. Just think back to CS with their shotties. This is typically how all shotguns work. Now it also follows that anything resembling this reload system should work the same way (i.e. the gl). Since the gl sports a rotisary style chamber (forgot the real name for it :S) it is not only acceptable but logically obligatory to make the GL load in a shotgun manner! The current way the GL loads is retarded and is almost as bad as as making pistol fire automatic, it just AINT RIGHT! Balance won't be terribly affected n e wayz cuz popping one shot off and having to reload everytime is not very effecient nor very deadly and would only be used in cases of emergency (skulk in ur face).
Either that, or my memory is twisted, counting the times I used the launcher.
this idea would be cool, but hard to impliment