Page 1 of 2
Suggestions for guns
Posted: Fri May 04, 2018 8:04 pm
by tyro.gutter
PLEASE DO THIS
I can't fight good anymore because I'm used to the old ways our guns worked. Now when I reload, I have to sit and wait for the reload to complete before switching. I agree with doing this, but the sound queues are INACCURATE!
This sounds like something really stupidly minor, but it's major when I got no bullets in my stubber or when I wait an extra second after a sound ends to make sure I have ammo before I switch to my other gun.
I HAVE THE FOLLOWING SUGGESTIONS!
1) Fully reload all guns on teleport. Pls?
2) Once guns are RELOADED, put a notification in chat. While we're at it, can we do this for the vehicles too? Notably the Leman Russ (idk if it does already or not) and the Chimera's Bolter Turret. I know our guns ALREADY use the ammo HUD to indicate when they are reloaded, but a chat message is a good redundancy and I want it that way so fuck you. If we want to go full autism, I'd like an OPTION on all guns to just toggle debug messages like this: as in, when I fire, debug. When I run out of ammo, debug. Reload, debug, fully reloaded, debug, etc. This could help with testing and be decent for combat, especially when the lag starts up.
Can someone second this other than calling me retarded and not to do it? If we don't want something like this, please give a good reason.
Re: Suggestions for guns
Posted: Fri May 04, 2018 8:13 pm
by riki.dumont
I agree with the all guns "reset" with ammo when avatar dies. Though I haven't had a problem with the rest.
Re: Suggestions for guns
Posted: Fri May 04, 2018 8:17 pm
by edvardschnitz
I AGREE ON THE RELOAD UPON TELEPORT AND THE CHAT NOTIFICATION
+1
Re: Suggestions for guns
Posted: Fri May 04, 2018 8:53 pm
by deli.nayar
I agree with the ammo reset on TP.
Code: Select all
changed(integer change)
{
if (change & CHANGED_TELEPORT)
{
currentammo = maxammo;
}
}
There I did it for you Dread.
Re: Suggestions for guns
Posted: Fri May 04, 2018 9:04 pm
by sam.huntsman
I agree on the reload on teleport. New life should='fresh' soldier= reloaded.
However.
That is yet another pass on all the weapons.
As for the message on reload, or additional messages? Full debug feedback in the guns would be very distracting for some, as well as simply look ugly/poorly made. I believe that this is just something that takes getting used to for all of us. I can understand your position, since you're constantly putting rounds downrange and switching weapons due to it, but I only fire 1-3 shots when I know I'm going to hit or die (longlas) or only switch weapons depending on range/situation (dual voss/rocket launcher), so I rarely have that issue as, other than the rocket launcher (I used to main grenade launcher as my aux until the 30 AT/increased splash change), I am VERY accustomed to my usual loadout.
That said, your other issue (chimera bolter turret) is easily solvable by tying it to the ammo HUD in a similar fashion that the Wyvern does now.
Re: Suggestions for guns
Posted: Sat May 05, 2018 9:21 am
by tyro.gutter
I get it, but right now my reasoning as I said in TS is that most games give a lot more feedback when you reload a weapon. They have visual animations to show you the process of the reload, an ammo indicator that will not fail in lag, and the sounds are custom made for the weapon. Unfortunately, our guns aren't 100% accurate. If you attempt to time your reload to the sound finishing, you miss it. If you turn on your avatar in mouselook, the rocket launcher and plasma gun block half the screen and you need to turn it off for vehicles.
If we don't have a chat notification indicating a completed reload, I think we should at least have a very distinct sound to indicate it. For instance, we know when our dodge is up with the dodge beep. Our reloads sort of do that already, but the sound doesn't seem tied to a completed reload save for the rocket launcher's distinct metal-on-metal which almost has perfect timing in my experience. If the guns already all do that, then I guess I'm dumb and just completely not able to distinguish them from the normal reload noises vs any distinct click or metal mashing at the end of it.
Re: Suggestions for guns
Posted: Sat May 05, 2018 2:46 pm
by sam.huntsman
I have an idea. We make a separate armory for Tyro, where all the weapons flashbang him when they've finished reloading.
Re: Suggestions for guns
Posted: Sat May 05, 2018 5:23 pm
by dread.hudson
I'LL FUCKING DO IT GOD DAMNIT
I was intending to do reload complete on teleport but having them reload when slung was an oversight that made weapon swapping super op lol.
fuck you tyro
Re: Suggestions for guns
Posted: Mon May 07, 2018 7:53 pm
by hadet.sonnenkern
Don't do it, this is dumb some of the guns have crazy long reload times and big magazines that wouldn't require a reload when you respawn, you faggots need to quit being lazy and making up problems for yourselves.
Re: Suggestions for guns
Posted: Fri Mar 08, 2019 3:02 pm
by dread.hudson
I'm gonna make all the guns get a full mag and cancel reloads on TP whether or not Fagdet likes it or not.
The big pass has been finished and I can do a really quick changed event copy & paste in everything in like 10 minutes lol.
As for accurate sound queues, I really want to have those again, the problem is that we need someone to make custom sounds for this to be feasable, or I need to redo how the reloads work. I would also like custom animations for certain guns like the Stubber but getting Animations done is a pain in the ass.