I want this too!
I'm sort of tired seeing the same animation for pistols when running. Most FPS games do this paired with having the pistol held with only one hand.
Also just saying, but the current running animation for the pistol looks like the guy is shuffling/jogging over sprinting. The arms & hands move too close to each other that make the animation look like the soldier's dancing or something.
This isn't a serious, please-add-this-to-make-this-game-better, idea, but something I believe it'll be interesting to add if possible.
Since the G-36K has only one Magazine modification, I'm thinking it'll be cool for the weapon to have the ability to have stacked magazines for quicker reload.
The G-36 platform uses an unique magazine design where you can hook another magazine on its side to have two magazines, and when you reload, you can easily shift the used magazine to the left to load the second magazine quickly.
Quicker reload in a game like INS:S would be pretty OP paired with the fast reload implemented already, but I'm thinking there are critical balancing ideas that'll help:
- Longer Regular Reload when finishing using both magazines
- When performing Fast Reload, you actually loose two magazines instead of just one
- The Supply Points required will either be 3 (like the Drum Magazine) or 4
- Magazine Supply would be lowered
- Weight will slightly increase
- Because of Weight increasing, time to ADS increases
- Because of Weight increasing, general accuracy lowers than normal
I'm wondering if people have made this suggestion before, but if no one did, I'd like to hear from anyone else what they think!
That would honestly make me so happy to continue playing. BETA2 would be SO BEARABLE for me personally.
@maa_bunny Yeah, I'm hoping that someone from the NWI development team sees this suggestion. I don't think it'll be that hard to add in an option to edit and delete loadouts.
I'm serious, I'm no programmer at all, but this option seems like something to easily implement. No changing/balancing the entire gameplay or restarting the entire game's structure from the ground up, just opening the option to edit something already in the game.
If I'm wrong about this, then I'll say sorry ahead of time. Despite that, my suggestion is not asking for new weapons, gameplay rules, balancing rules, graphics, player models, weapon balancing, etc., I only want to fix my spelling mistakes for the loadouts I'm stuck with either by editing or deleting them.
@quenty Ikr! There are so many weapons with a large opprotunity to customize. No way I'm starting a match without organizing a few loadouts.
I hate not able to edit or delete loadouts easily. My loadout title's spelling mistakes is personally one of the most annoying thing in the game with the TTK and the BETA2's current optimization.
@jarple Never have either for any other FPS game that has the option to have loadouts, but I found myself experimenting with loadouts in Co-Op from experimentation before applying them into P.V.P. to something fun like a pistol-only loadout or a "suicide bomber" loadout.
I have at least three loadouts for every class so far, and being OCD, I like to name them with good names that slightly explain what loadout "does". For example for the Security faction's Marksman, I have a loadout with the MK14 EBR with a Holosight, Foregrip, Laser Sight, and Compensator. To me, that's being CQC with a battle rifle, so I named that loadout "CQC Marksman".
And sometimes, I accidently misspell my loadout names, and it's a common annoyance to see my spelling mistake, unable to fix or delete the loadout...
I really hope in the final release, there will be an option to edit or delete set loadouts.
@max80 Great analogy, but it's not a mirror comparison.
I don't want pistols to get increased damage, I suggest that pistols can be unholstered quicker so that their effectiveness and their use between players may increase so more people can depend on pistols more.
@marksmanmax Yeah, I agree with you. The pistols back in INS were effective because of the option of AP rounds, so the pistols in INS:S aren't in comparison.
You make a good point to keep the Quick-Draw Holster seperate. The analogy that @Max80 made can be applied to AP rounds, and I find that ridiculous. But it's not the exactly a mirror comparison since AP rounds pretains to damage against armored players than the speed of unholstering pistols with its damage and accuracy unchanged, so I don't fully agree.
I've seen your post going in depth with all pistols, very intuitive and analytical. I agree with you on almost all of them since I've been in a numerious amount of situations where I find myself using my pistol from both sides.
For the iron sights part where their suppressors are an obstacle for the Hi-Power and the M1911, imo they should stay as passive/physical downside for using a suppressor for the Insurgent faction's pistols. I remember that the Makarov from INS has its sights obscured too, but it's not much of a problem for me personally.
For the availability for extended magazines, as a long-time INS player, I believe that the extended magazines modification should only be available for Makarov, Tariq, and M1911/M45A1 for all game modes and have the rest have the extended magazine mod only for Co-Op. All of those pistols have a low ammo count in their magazines, so it's sensible to give them the modification to increase ammo in each magazine. The extended magazine for the GLOCK-17 is so ridiculous.
I myself like to keep my own suggestions easy to implement, change, or add/remove for whatever current rules/patches/bugs that exist for developers to take advantage over quickly and that I'm not so analytical myself.
@ryuk47 I'm not aware of that bug. I usually take out my pistol when I'm cornered or ran out of ammo in a hot area, but with no enemies nearby so I don't panickally start clicking during the unholstering animation.
@sawcoach I didn't say "pistols are useless". I said "pistols aren't too effective".
They are effective from my personal playstyle, but I find myself emptying and reloading more than having a few more rounds left; this is a frequent situation in CQC distances. I'm not emptying pistols against enemies in medium distance nor missing a lot of rounds against the player in a close distance. Pistols are easy to use for me, but the damage is very low and the fact that everyone's running heavy armor most of the time (more effective than heavy armor compared with INS) makes pistols less effective.
I'm not suggesting that pistols should get higher damage or higher accuracy. I believe those two traits are fine enough, but not too effective. To compensate those two traits is to let pistols unholster themselves sligthly quicker, with Quick-Draw Holster applied defaultly not as a modification, or take off Quick-Draw Holster (since it's acting like a default modification like compensator and long barrel) and slgithly increase the speed of unholstering.
@thehappybub I agree. The unholstering of a pistol without the Quick-Draw Holster is fast enough.
Just that pistols in INS:S seem less effective than the pistols from INS; maybe the pistols are like that because of the new armor stats, hit registration, and input lag in the game opposed to INS that is well-developed currently. I thought that having the pistols being unholstered faster as a passive ability would help compensate their uneffectiveness in damage and accuracy.
So in INS:S, pistols aren't too effective compared with the pistols in INS, but they have one ability that keep themselves useful at least which is the Quick-Draw Holster. The damage for most of the pistols are too low to be effective enough, but they can be very lethal if you have the Quick-Draw Holster, a fast triggerfinger, and good CQC accuracy.
But I will argue that the Quick-Draw Holster is too good of a gun modification. I find myself equiping that modification as the default.
If you guys remember Gaz's quote about pistols, ***"Switching to your pistol is faster than reloading"***, that was the redeeming trait for pistols in most FPS games. I believe that the Quick-Draw Holster should be either be a default ability or that the Quick-Draw Holster off from the game and just quicken pistol unholstering slightly.
@cephalic The HUD technically lets you see how many rounds you have left literally if you're armed with shotguns or bolt-action rifles.
I don't agree with having an exact number of ammo left in a magazine loaded into a weapon in the current HUD. I don't even agree fully on the current HUD design with its general graphic of showing off how much ammo in the magazine right now, loaded and unloaded. I've made a suggetsion post during the BETA1 forums that argued that the HUD should revert back to the HUD from INS, where the HUD should only show off how many magazines you have for most weapons. People who have played INS Modern Infantry Combat, INS, and DOI didn't have any idea of how much ammo they have left in their magazines, but players have still played well for a numerious amount of matches for hours at a time.
I believe showing off the exact amount of ammo in a current magazine will make INS:S way easier than it should for a NWI game. I can understand and agree why NWI has decided to show a generalized idea of how much ammo is left in the magazine for the speed reload mechanic, but having a clear idea of how much ammo is in a magazine will make INS:S into something too casual than it should.
I'll admit, knowing when to reload takes time to learn. I've played both INS and DOI for a total of 700 hrs, and with my interest in firearms outside of those games, I sort of know when's an appropriate time when to reload with the weapons in both of those games. It takes time, but it's way better than depending too much on the HUD. Kind of like "using the Force".
@amurka Yeah, seems like they didn't do a pose specifically for the loadout menu. The gesture looks forced since those arms don't bend that way naturally with the hand positioning like that.
I am so annoyed to see the Left-Arm gesture looking so wrong every time when I am editing my loadouts.
I understand that the game's in BETA right now with lots of time needed to fix the majority of the glitches, bugs, graphics, and optimization, but at least fix the anatomy/gesture of the the soldier characters first. Having the correct anatomy can go a long way for good art direction for human characters.
Luckily, I know well enough of basic anatomy and drawing to visually show what would be a better gesture (Yes, I mostly traced, but I really want the bad anatomy to be fixed ASAP):
@zucchini The shotguns with Flechette rounds are overpowered. Can hit people at a significant distance. The rest of the ammo types, Buckshot and Slug, are fine enough.
@grumf Yeah, I guess both the M-1208 and the SPAS-15 is too rare and unpopular to arm a numerious amount of Security mercenaries. The Striker/Streetsweeper is a good choice in terms of balancing a Combat Shotgun in an FPS in my opinion, but I guess it won't be good in all factors of game and gunplay.
I hope they add a Double-Barrel shotgun. The gun model doesn't even have to look that fancy and intricate. Just have an old, cracked wood stock (with or without a wooden stock) and two metal barrels with a break-open hinge. Balancing should be easy enough. Doesn't even have to be too original in terms of gunplay.
@ctbear1996 The M-26 is essentially still a Pump Action shotgun, but with a magazine. Not really anything different in terms of fire modes. I'm not too excited to see the M-26 so much.
@whitby I hope that NWI gives Combat shotguns a try.
I recall they had Combat Shotguns back with their INS Modern Infantry Combat Source Mod game, both the M-1014 and the Semi-Auto version of the TOZ shotgun. If those two weapons worked before, they should be able to add in Combat Shotguns. It's only a couple of weapons.
The supply cost should be high enough that pairing with heavy armor is near impossible without sacrificing a lot of opprotunities of having gun modifications, sidearms, and equipment.
@grumf The use of flechette rounds for any firearm is actually "illegal" in warfare, but the Security faction can do whatever they want since they are a private military company. Government-owned militaries can't.
I agree with you though with taking out flechette rounds. Flechette shell rounds makes the shotgun like a cowboy repeater, just keep shooting at far ranges at a too satisfying rate.