Kainosh Posted October 9, 2015 Share Posted October 9, 2015 Exactly same as we have now...But once you pull clip OUT of your gun...It doesnt come back if you interrupt reloading. That way reloading time is halved if you managed to pull clip out/eject shells before being interrupted. And, when you resume your reloading, animation will play from the moment when you already ejected clips/shells I always hated that most game devs pay very minor attention to such things....Coz players reload alot..... That change will improve reloading quality greatly. Like...You dont even know. Link to comment Share on other sites More sharing options...
noveltyhero Posted October 9, 2015 Share Posted October 9, 2015 Yep, BF4 did this and it is a great improvement, Warframe is even faster paced and it definitely needs this when interrupting with abilities/melee etc. Link to comment Share on other sites More sharing options...
TheBrsrkr Posted October 9, 2015 Share Posted October 9, 2015 I would love this change, especially for Latron Prime. Link to comment Share on other sites More sharing options...
BoomyGordo Posted October 9, 2015 Share Posted October 9, 2015 10/10 would reload again Link to comment Share on other sites More sharing options...
AgentSkye Posted October 9, 2015 Share Posted October 9, 2015 Yeeessssss... maybe more than two, though. There's often more than two steps to reloading, and most of them shouldn't need to be redone if interrupted. Incidentally, this isn't even the first time I've +1'd and posted in a thread suggesting this. Do want. Link to comment Share on other sites More sharing options...
The_Mustachio Posted October 9, 2015 Share Posted October 9, 2015 There was one thing that always bugged me about reloads in videos games. I haven't noticed it in Warframe, but many other games. When reloading a gun that still has remaining rounds, they still animate the cocking of a gun. There is still a bullet in the chamber, but they fell it needs a fresh one. COD addressed this in their games. They had an emtpy reload speed/animation and a faster "one in the chamber" speed/animation. Anyone else irritated by this? Link to comment Share on other sites More sharing options...
Hawk_of_the_Reborn Posted October 9, 2015 Share Posted October 9, 2015 There was one thing that always bugged me about reloads in videos games. I haven't noticed it in Warframe, but many other games. When reloading a gun that still has remaining rounds, they still animate the cocking of a gun. There is still a bullet in the chamber, but they fell it needs a fresh one. COD addressed this in their games. They had an emtpy reload speed/animation and a faster "one in the chamber" speed/animation. Anyone else irritated by this? Every time I fire a few shots in my Lex Prime, *CHK CHK* COME ON VAUBAN, THERE'S ALREADY ONE IN THE DAMN CHAMBER. LIKE THE LEX PRIME'S RELOAD ISN'T LONG ENOUGH, JEEZ. Link to comment Share on other sites More sharing options...
(PSN)FunyFlyBoy Posted October 9, 2015 Share Posted October 9, 2015 Exactly same as we have now...But once you pull clip OUT of your gun...It doesnt come back if you interrupt reloading. That way reloading time is halved if you managed to pull clip out/eject shells before being interrupted. And, when you resume your reloading, animation will play from the moment when you already ejected clips/shells I always hated that most game devs pay very minor attention to such things....Coz players reload alot..... That change will improve reloading quality greatly. Like...You dont even know. Please, yes. Almost always reload my guns at half ammo and it isnt like we can use cover like enemies do. No, we have to hop, skip, fly around for our "cover". Being able to hit cover ah la gears of war style would also be a boon to this game. Would help immensely with stealth play, reloading mechanics, etc. Link to comment Share on other sites More sharing options...
Kainosh Posted October 9, 2015 Author Share Posted October 9, 2015 There was one thing that always bugged me about reloads in videos games. I haven't noticed it in Warframe, but many other games. When reloading a gun that still has remaining rounds, they still animate the cocking of a gun. There is still a bullet in the chamber, but they fell it needs a fresh one. COD addressed this in their games. They had an emtpy reload speed/animation and a faster "one in the chamber" speed/animation. Anyone else irritated by this? That is true for "cartridge" weapons only. In COD ALL weapons use these. In WF only Tenno weapons use classic cartridges. Thats 1/3 of all weapons. Rest are chemical/energy based. Im not against that, but i think its too much work for only few weapons. Link to comment Share on other sites More sharing options...
Kappa64 Posted October 9, 2015 Share Posted October 9, 2015 Exactly same as we have now...But once you pull clip OUT of your gun...It doesnt come back if you interrupt reloading. But once you pull clip OUT of your gun... clip Triggered. Link to comment Share on other sites More sharing options...
AgentSkye Posted October 9, 2015 Share Posted October 9, 2015 Triggered. *evil laugh* Link to comment Share on other sites More sharing options...
(XBOX)Master4733 Posted October 9, 2015 Share Posted October 9, 2015 How about not resheathing melee after every combo like Dragon nikana Link to comment Share on other sites More sharing options...
Kappa64 Posted October 10, 2015 Share Posted October 10, 2015 *evil laugh* *Triggering intensifies* Link to comment Share on other sites More sharing options...
Acidulant Posted October 10, 2015 Share Posted October 10, 2015 10/10 would reload again Link to comment Share on other sites More sharing options...
(PSN)Snowbluff Posted October 10, 2015 Share Posted October 10, 2015 +1 for reload improvement. MIght be annoying if you screw up a cancel, though. That is true for "cartridge" weapons only. In COD ALL weapons use these. In WF only Tenno weapons use classic cartridges. Thats 1/3 of all weapons. Rest are chemical/energy based. Im not against that, but i think its too much work for only few weapons. Actually, since none of them have to be charged, it hardly matters. Link to comment Share on other sites More sharing options...
Insizer Posted October 10, 2015 Share Posted October 10, 2015 (edited) I'd also love to see the magazine ammo thing that Frontlines: Fuel of War had. Basically, if you tossed a magazine that still had ammo, then you just lost all of that ammo (like real life). There was no ammo roll-over, it made for a very different playstyle. Edited October 10, 2015 by Insizer Link to comment Share on other sites More sharing options...
TheBrsrkr Posted October 10, 2015 Share Posted October 10, 2015 How would this work for the Paracyst? Link to comment Share on other sites More sharing options...
Kainosh Posted October 10, 2015 Author Share Posted October 10, 2015 How would this work for the Paracyst? Paracyst doesnt need that. It has rather fast reload...And absolutely no ejectable clips. This weapon's reload have only ONE step. Its when you pull that lil tentackle below...Hehehe Link to comment Share on other sites More sharing options...
Kainosh Posted November 22, 2015 Author Share Posted November 22, 2015 bump. Link to comment Share on other sites More sharing options...
Ada_Wong_SG Posted November 23, 2015 Share Posted November 23, 2015 4 stand alone keys to complete reload - Remove Magazine - Insert Magazine - Tap Magazine - Charge Weapon Getting meleed while shooting a Soma on full auto causes the weapon to be jammed at 50% chance which you need to tap and rack the weapon to clear the jam Weapons is introduced new stats Rate of malfunction New mod - "Arms Expert" -25/50/75/100% of a weapon malfunction rate primed weapon have less malfunction rate than non-primed variants Link to comment Share on other sites More sharing options...
owendawgx Posted November 28, 2015 Share Posted November 28, 2015 PLEASE YES. Battlefield adopted this model well, as an example. Link to comment Share on other sites More sharing options...
Redhux Posted November 28, 2015 Share Posted November 28, 2015 I support the OP idea. I'm far beyond disappointed by the reload time on some weapons. Link to comment Share on other sites More sharing options...
Ryouhi Posted November 28, 2015 Share Posted November 28, 2015 you know what, that sounds like a great idea have been forma'ing my attica this weekend and the ~3second reload is annoying enough, but if you accidently interrupt sometime during it you have to sit through the whole 3 seconds again >.< Link to comment Share on other sites More sharing options...
nVidiaContractor Posted November 29, 2015 Share Posted November 29, 2015 (edited) For me, i simply cant reload (Hikou Prime). I marged X (Action) and R (Reload) into R (Action & Reload), or simply replace R and X in controls to get everything marged into R. Im sure lots of players gonna like it. Auto reload working, but manually reloading doesnt work when this bug appear, and only time can fix it, nothing else. With shurikens its not a problem because reload speed is half of a second, but with some weapons its annoying. I guess developers must fix bugs around normal reloading before we talk about something more. Edited November 29, 2015 by nVidiaContractor Link to comment Share on other sites More sharing options...
(PSN)Snowbluff Posted November 29, 2015 Share Posted November 29, 2015 you know what, that sounds like a great idea have been forma'ing my attica this weekend and the ~3second reload is annoying enough, but if you accidently interrupt sometime during it you have to sit through the whole 3 seconds again >.< I feel your pain, bro. 4 Forma attica. Link to comment Share on other sites More sharing options...
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