Gun Folding
kira`
Join Date: 2010-07-25 Member: 72787Members
<div class="IPBDescription">not every time</div>I realized that every time I took my rifle out, I saw the animation of it unfolding into a gun and into my hands for use.
I think it would be better if that animation played when you took the rifle out as you spawned(or first acquired the gun through the armory etc.) and then when switching between pistol, axe and rifle if it just came back to your hands as if on a sling over your back. Maybe just a clipping mechanism to the back of the marine armor since slings can get in the way.
I think it would be better if that animation played when you took the rifle out as you spawned(or first acquired the gun through the armory etc.) and then when switching between pistol, axe and rifle if it just came back to your hands as if on a sling over your back. Maybe just a clipping mechanism to the back of the marine armor since slings can get in the way.
Comments
no matter where you prop it against the armor, it will get in the way one way or another.
on the back? you get stuck in a vent.
on the side of your legs? you hit your hands.
on the chest? I won't go even into detail.
Of course I'd have them designed as a clip-on to the forearm protectors, but that's just me being a fanatic of that design.
I think it would be better if that animation played when you took the rifle out as you spawned(or first acquired the gun through the armory etc.) and then when switching between pistol, axe and rifle if it just came back to your hands as if on a sling over your back. Maybe just a clipping mechanism to the back of the marine armor since slings can get in the way.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, i agree it's an annoying sound + time waster to re-collapse/extend the weapon every time you switch to a pistol (which has it's own little time wasting animation before being usable, if i remember right) .
The alternative behavior your suggesting can be see in the old Americas Army 2.0 with the m4, where it worked nicely. I.e. at the start of the round you see everyone unslinging their m4 and extending the collapsible stock ONCE. You would never see a re-collapsing of the stock when switching to another weapon.
I think the same thing happened when you first acquired the weapon later in a round as well, only the first time you picked it up and switched to it.
<!--quoteo(post=1801567:date=Oct 14 2010, 07:33 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Oct 14 2010, 07:33 PM) <a href="index.php?act=findpost&pid=1801567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the most efficient way to store something is to deflate it.
no matter where you prop it against the armor, it will get in the way one way or another.
on the back? you get stuck in a vent.
on the side of your legs? you hit your hands.
on the chest? I won't go even into detail.
Of course I'd have them designed as a clip-on to the forearm protectors, but that's just me being a fanatic of that design.<!--QuoteEnd--></div><!--QuoteEEnd-->
RobB it's a game, and the gun magically disappears when you switch to the pistol. But as a game, people will be annoyed if they have to see the same animation play a million times a game. Also i highly doubt the aliens have to do a "extend" + "collapse" animation every time they switch through their weapons.
Then I wonder why you where opposing my "work the slide only once" thread. As far as I can remember. The search engine is still a pest.
Also, just because you're used to <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/Hammerspace" target="_blank">hammerspace</a> from other games doesnt mean it should be used here as well. finally an idea where all that big and chunky rocketlaunchers are pulled from.
now if that folded gun would show up on a player, the enemy could tell what he has to await.
yeah, yeah, i know. buffing aliens yattayatta. you do mind marine vs marine modes, yes? doubt it.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->nd should cancel the animation and go right to shooting<!--QuoteEnd--></div><!--QuoteEEnd-->
i wouldnt say so. if your barrel isnt extended propperly, the projectile won't turn with the necessary speed and start tumbling, thus losing inertia (less damage) and may be even become that unstable that it deviates from it's expected path (less accuracy and ultimately range).
I think i found the thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108850&hl=" target="_blank">http://www.unknownworlds.com/ns2/forums/in...=108850&hl=</a>
Basically i was saying it's the future and the simple act of inserting a new magazine could cause the internals to automatically chamber a round, so an extra "work the slide once" step wouldn't be necessary. Also the movie Aliens did i that way i.e. 99 rounds of fun, and then insert a new magazine = gun ready to fire without any additional steps. Perhaps the gun would have manual controls for the purpose of clearing jams, or we can also imagine the weapon automatically detects jams and clears them automatically. Naturally this is also a self-cleaning weapon :P
<!--quoteo(post=1801796:date=Oct 16 2010, 11:26 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Oct 16 2010, 11:26 PM) <a href="index.php?act=findpost&pid=1801796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, just because you're used to <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/Hammerspace" target="_blank">hammerspace</a> from other games doesnt mean it should be used here as well. finally an idea where all that big and chunky rocketlaunchers are pulled from.
now if that folded gun would show up on a player, the enemy could tell what he has to await.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol their's a name for that! xD
Anyway i have no problem with such a setup in ns2 (besides the possible bad effect on fps + implementation time?) but something tells me it won't be done that way. I mean the marine model shows no pockets or webbing. Do they even have pistol holsters?
<img src="http://blackmage.org/supernorn/obamarine.jpg" border="0" class="linked-image" />
Anyway if we go down this round of realism, then the rifle would have a decent sling, and there would be no real reason to collapse it to draw another weapon because it could just dangle on the webbing. In this way the "collapse mode" would be something done for storage in boxes, but not something the marines would bother to do while fighting. In a more futuristic sense, the robots have anti gravity, so the guns can also, i.e. have the weapons and ammunition orbit the marine like a floating toolbox of weapons that follows him wherever he goes. So in this way if the commander drops a ammo pack, that you can literally watch it on the minimap fly through the map and arrive in orbit around you lol.
<!--quoteo(post=1801796:date=Oct 16 2010, 11:26 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Oct 16 2010, 11:26 PM) <a href="index.php?act=findpost&pid=1801796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah, yeah, i know. buffing aliens yattayatta. you do mind marine vs marine modes, yes? doubt it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure what your saying, but yes marine vs marine mode was one of the ways i played NS1...
Cancel the animation and send it straight to fully unfolded... Realisticly that is impossible, but gameplay wise, it allows people to savor the animation out of combat, but for the people who need to whip out that pistol and fire immediately, but the animation of it activating wont kill you!
If you dont get what i mean, please gain IQ
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you dont get what i mean, please gain IQ<!--QuoteEnd--></div><!--QuoteEEnd-->
I rather have you do that.
Reason is, if the animation is length, quick swapping the weapons is an impossibility, having them only show once per spawn.... I guess<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->what's the point of spending time and money on making, implenting and testing it in the first place?<!--QuoteEnd--></div><!--QuoteEEnd--> answers that.
The insult tagged to my post was if you didn't understand, since you did, the point i made was moot
With that background I'd be okay to abort an animation to put away the weapon, but shooting is a no go, as you have to plan at least one step ahead of your actions.
*note: i havent played the alpha in a while and currently i dont remember if the weapons deflate before you put them away*
You should have the primary weapon out most of the time anyway, so it would only be a matter of the pistol or the switchaxe to be inflated, which should be reasonable short anway.
I still say, atleast, that the pistol/axe animation be incredibly, super, omega short; the purpose of them is to switch to them, rather than reload, to defend yourself.
Then they change it.
Now make an educated guess, how this process is named.
Here's a tip: Testing.
If they think it's not a problem, you have to adapt.
If they think it's a problem, they adapt the game.
But a single report, a single claim or suggestion in a state where "playing" is extremely exaggerated, won't do.
But I acknowledge the reason for limiting the ability to quickswitch back and forward.
Basically i was saying it's the future and the simple act of inserting a new magazine could cause the internals to automatically chamber a round, so an extra "work the slide once" step wouldn't be necessary. Also the movie Aliens did i that way i.e. 99 rounds of fun, and then insert a new magazine = gun ready to fire without any additional steps. Perhaps the gun would have manual controls for the purpose of clearing jams, or we can also imagine the weapon automatically detects jams and clears them automatically. Naturally this is also a self-cleaning weapon :P
Lol their's a name for that! xD
Anyway i have no problem with such a setup in ns2 (besides the possible bad effect on fps + implementation time?) but something tells me it won't be done that way. I mean the marine model shows no pockets or webbing. Do they even have pistol holsters?
<img src="http://blackmage.org/supernorn/obamarine.jpg" border="0" class="linked-image" />
Anyway if we go down this round of realism, then the rifle would have a decent sling, and there would be no real reason to collapse it to draw another weapon because it could just dangle on the webbing. In this way the "collapse mode" would be something done for storage in boxes, but not something the marines would bother to do while fighting. In a more futuristic sense, the robots have anti gravity, so the guns can also, i.e. have the weapons and ammunition orbit the marine like a floating toolbox of weapons that follows him wherever he goes. So in this way if the commander drops a ammo pack, that you can literally watch it on the minimap fly through the map and arrive in orbit around you lol.
Not sure what your saying, but yes marine vs marine mode was one of the ways i played NS1...<!--QuoteEnd--></div><!--QuoteEEnd-->
Just being nitpicky here but pretty much all contemporary semi auto and automatic weapons hold the bolt open after you fire the last round in a clip so you just have to hit the bolt release button (generally located right beneath where your trigger finger naturally rests on/above the trigger guard in well designed weapons as it is not good practice to keep your finger on the trigger while reloading, so very simple natural action to push it since your finger should be on it anyway) when you insert the new magazine to chamber a round and start the fun all over again, no working the slide needed. Personally I thought folding weapons were really cool in mass effect and am a fan of them in NS, though I will say it made slight more sense in ME as you could actually see them on the back of the character model and your current weapon was removed. But if they were to implement a mass effect type take on it would be awesome, cause really the way they were oriented on the character in ME is about the most ergonomic way to have quick access to 3 weapons, slings are great and all but only work for one weapon at a time. I am iffy on the folding pistol though a thigh holster is out of the way and grants easy access and I would like to be able to draw the pistol and be able to fire that instant.
I think it would be better if that animation played when you took the rifle out as you spawned(or first acquired the gun through the armory etc.) and then when switching between pistol, axe and rifle if it just came back to your hands as if on a sling over your back. Maybe just a clipping mechanism to the back of the marine armor since slings can get in the way.<!--QuoteEnd--></div><!--QuoteEEnd-->
I rather like my foldy out gun.
It's cool because robocop is cool.
Remember when robocop showed up and his leg opens and there's a gun it it? That was badass, robocop is badass.
<a href="http://www.youtube.com/watch?v=Rwo8fSZbbOk" target="_blank">http://www.youtube.com/watch?v=Rwo8fSZbbOk</a>
Look at how badass he is.
Also light guns are cool: <a href="http://blogs.theage.com.au/screenplay/gcon45.jpg" target="_blank">http://blogs.theage.com.au/screenplay/gcon45.jpg</a>
So play the foldy out animation a lot because it's cool.
I understood that.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->cause if they are lengthy enough, just reloading will be better<!--QuoteEnd--></div><!--QuoteEEnd-->
That was <i>my</i> point, even tho i meant the animation for the primary weapons.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->which defeats the purpose of the secondary weapons.<!--QuoteEnd--></div><!--QuoteEEnd-->
Negatory. If I have a flamethrower I am definitely not chasing after a skulk if I know the alien team utilizes traps.
In a situation where you're out of ammo, a target is charging you, and you have short time to reload, the pistol is there strictly for that(or out of primary ammo) purpose, to be quickly drawn in place of reloading.
The situation above is a last resort situation, so is out of primary ammo.