About ammo

Post » Sat Oct 16, 2010 4:17 pm

Im not sure if you guys would agree on this, and it most likely wont get implemented, but i personally would love it if when you go to pick up ammo off the ground etc, instead of picking up the whole gun like crysis/warhead (he must be carrying a hell of a lot of FY71s at the end...) you could quickly reach down and grab the clip out of the gun.

I know it would make gameplay a little slower, and youd most likely get owned doing it, but it would add a tonne of realism to the game. even just for singleplayer would be great, as would slow down multi quite a bit.

Feedback welcome, no trolls please :)
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Shelby Huffman
 
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Post » Sat Oct 16, 2010 8:32 pm

I think it's the way games should be heading; more realism in SP, more gameplay in MP. Though it gets to a point where things become tedious chores that add nothing positive to gameplay. Whilst it would be cool to watch an animation of the character picking up a weapon, ejecting the clip and slipping it into his back pocket, it would only be cool for the first ten times, then it would just become annoying to watch... kind of like intro movies.
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D IV
 
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Post » Sat Oct 16, 2010 9:40 am

Realism, yet not interactive. Game-play would slow down if it was ever implemented. But that wouldn't necessarily means its dreadful, it would only pause the quick action you get from MPs with very limited ammo and weapon choice. This is still possible though.... wait for the Dev. post :)
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Naazhe Perezz
 
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Post » Sat Oct 16, 2010 4:28 pm

Thanks shin and blackangel

if they managed to make it smooth, fast and natural enough, i think it could work.
because picking up ammo and tucking a whole gun behind you is more meh then getting annoyed with unclipping ammo - either you get annoyed with it being unrealistic, or you get annoyed with it being realistic.
To fix they should remove reloading completely!
actually i wouldnt put it past EA, they removed basebuilding from CnC4......

Or something as simple as the option to turn on/off would work :)
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Hilm Music
 
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Post » Sat Oct 16, 2010 3:25 pm

Lifting the whole weapon is the quick and easy solution to ammo collect.

as has been said allready after a few realistic clip removes, and getting owned more, you might want to switch that option off, lol

I'm sure you really know, you dont need to carry a wedge of collected FY71s around with you. :-)

Guss
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An Lor
 
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Post » Sat Oct 16, 2010 6:02 am

I did not like how in the first Crysis you had to pick up ammo by using "f". I liked how in Warhead they changed that and all you had to do was walk over the ammo and it automatically picked it up. In Crysis I kept having trouble finding the ammo that someone dropped and it would turn into me running in circles repeatedly hitting "f". I like it much better when its automatic. Less realistic sure, but also more fluid. And hey, its not real, its a video game.
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DAVId Bryant
 
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Post » Sat Oct 16, 2010 12:44 pm

Interactivity over realism, the much preferred medium. You really don't need to carry a wedge of collected FY71s around with you. :)
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Nitol Ahmed
 
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Post » Sat Oct 16, 2010 6:22 pm

hmm.... okay thanks guys, i can see what you mean.
another suggestion, would be doing the exact same process as you do in crysis1/warhead, except with the clip of ammo rather then the whole gun, and leave a clipless gun on the ground?
it would take the exact same amount of time, or be faster then how they do currently, and wouldnt get irratating or result in maximum pwnt. im not really saying any of this should change for multiplayer, but for singleplayer it would be great, and quite new.
if it just WONT work for whatever reason, it wont change too much anyway
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Brooks Hardison
 
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Post » Sat Oct 16, 2010 2:04 pm


it would take the exact same amount of time, or be faster then how they do currently, and wouldnt get irratating or result in maximum pwnt. im not really saying any of this should change for multiplayer, but for singleplayer it would be great, and quite new.
if it just WONT work for whatever reason, it wont change too much anyway

It's use in Sp is far more feasible, :)
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Sarah Bishop
 
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Post » Sat Oct 16, 2010 3:59 pm

I did not like how in the first Crysis you had to pick up ammo by using "f". I liked how in Warhead they changed that and all you had to do was walk over the ammo and it automatically picked it up. In Crysis I kept having trouble finding the ammo that someone dropped and it would turn into me running in circles repeatedly hitting "f". I like it much better when its automatic. Less realistic sure, but also more fluid. And hey, its not real, its a video game.
That feature's still in Warhead, but it's only there if you play on Hard or Delta. That being said, I prefer manually picking up ammo. When I have trouble finding the gun, I just equip the night vision goggles and it's usually highlighted.
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Tiff Clark
 
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Post » Sat Oct 16, 2010 3:16 pm

I did not like how in the first Crysis you had to pick up ammo by using "f". I liked how in Warhead they changed that and all you had to do was walk over the ammo and it automatically picked it up. In Crysis I kept having trouble finding the ammo that someone dropped and it would turn into me running in circles repeatedly hitting "f". I like it much better when its automatic. Less realistic sure, but also more fluid. And hey, its not real, its a video game.
That feature's still in Warhead, but it's only there if you play on Hard or Delta. That being said, I prefer manually picking up ammo. When I have trouble finding the gun, I just equip the night vision goggles and it's usually highlighted.
Or, you can just use your binoculars, and they'll highlight in blue. :)
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Alexandra walker
 
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Post » Sat Oct 16, 2010 11:24 am

They should have little arrows that point to the ammo/weapon that will expire after 10m walking past the weapon/ammo.
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Genocidal Cry
 
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Post » Sat Oct 16, 2010 12:11 pm

Maybe just slight auto illumination. Like, glowing light blue or green when near.
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Esther Fernandez
 
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Post » Sat Oct 16, 2010 5:06 pm

Maybe just slight auto illumination. Like, glowing light blue or green when near.

That would be a handy new feature for the nanosuit 2
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Nichola Haynes
 
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Post » Sat Oct 16, 2010 5:18 pm

Maybe just slight auto illumination. Like, glowing light blue or green when near.

That would be a handy new feature for the nanosuit 2

Only if it was implemented, and it should be the same for Enemies/Friendlies at close range.
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Tracy Byworth
 
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Post » Sat Oct 16, 2010 12:15 pm

OR it should switch on whenever in tactical mode? then it would give incentive to use it more
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victoria johnstone
 
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Post » Sat Oct 16, 2010 9:46 am

OR it should switch on whenever in tactical mode? then it would give incentive to use it more

Never thought about it that way. Your idea is much better :)
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Tikarma Vodicka-McPherson
 
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Post » Sat Oct 16, 2010 9:22 am

Glad you like it :)
it would be a big part of using tactical mode for me
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Killah Bee
 
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Post » Sat Oct 16, 2010 6:48 pm

OR it should switch on whenever in tactical mode? then it would give incentive to use it more

Tactical Mode no longer exists. Instead it is just an integrated feature of the Nanosuit 2, not an actual mode you need to switch to.
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GLOW...
 
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Post » Sat Oct 16, 2010 8:55 pm

really? when did that happen?
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Romy Welsch
 
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Post » Sat Oct 16, 2010 6:51 am

really? when did that happen?

They decided a while back to just make it Armour/Stealth mode with Power mode being the default one. If you read some previews at E3 or GamesCom, all the previews show nothing about Tactical or combining several modes anymore. I also believe I read an article from E3 about Crytek trying out several different ideas for the Nanosuit 2, but they eventually settled on a streamlined version, hence the Armour/Stealth switching we have now. :|
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Casey
 
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Post » Sat Oct 16, 2010 9:25 am

really? when did that happen?

They decided a while back to just make it Armour/Stealth mode with Power mode being the default one. If you read some previews at E3 or GamesCom, all the previews show nothing about Tactical or combining several modes anymore. I also believe I read an article from E3 about Crytek trying out several different ideas for the Nanosuit 2, but they eventually settled on a streamlined version, hence the Armour/Stealth switching we have now. :|

It's true, just better stick with it new modes. :)
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kirsty williams
 
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Post » Sat Oct 16, 2010 7:46 pm

really? when did that happen?

They decided a while back to just make it Armour/Stealth mode with Power mode being the default one. If you read some previews at E3 or GamesCom, all the previews show nothing about Tactical or combining several modes anymore. I also believe I read an article from E3 about Crytek trying out several different ideas for the Nanosuit 2, but they eventually settled on a streamlined version, hence the Armour/Stealth switching we have now. :|
I'm not sure how exactly the NS2 works, but I've seen multiple mentions of simultaneously using suit powers (separate from modules) recently. As for Tactical Mode, I'm pretty sure that was broken up into modules.
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Jinx Sykes
 
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Post » Sat Oct 16, 2010 8:44 pm

You seee my children
ARMOUR=Continuously drains energy, gives you stronger upper body strength and armour around body but slows you down.
STEALTH=Continuously drains energy, makes you invisible, be quieter and do stealth attacks.
Base Mode=Is basically Power mode, Builds up energy, makes you faster, more mobility, further and higher jumping.
TACTICAL=Isn't a mode it's more like binoculars only you can still move around and do whatever want while looking around with it.
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David Chambers
 
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Post » Sat Oct 16, 2010 8:04 pm

You seee my children
ARMOUR=Continuously drains energy, gives you stronger upper body strength and armour around body but slows you down.
STEALTH=Continuously drains energy, makes you invisible, be quieter and do stealth attacks.
Base Mode=Is basically Power mode, Builds up energy, makes you faster, more mobility, further and higher jumping.
TACTICAL=Isn't a mode it's more like binoculars only you can still move around and do whatever want while looking around with it.

What about your strength?
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Fanny Rouyé
 
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