Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_LT Whichimazit]
0
|
Posted - 2012.06.08 02:19:00 -
[1] - Quote
I really think this game should have weapon pick-ups for a couple of reasons. One reason is that if you are using a gun with low ammo and run out, (Swarm Launchers for example) and you don't have a secondary you should be able to pick up a weapon dropped from a dead body. Another scenario is that if you need a gun for one purpose and that purpose is fulfilled, but you still have the gun. You would want a Weapon Pick-up. It would make everything easier and make no one mad if you added it. So please consider this!!! -EDIT- Guys this post was made in my first day of playing i didn't know what supply depots and nano hives do. |
[Veteran_Tyroid]
0
|
Posted - 2012.06.08 02:42:00 -
[2] - Quote
carry and deploy nanohives to refill your ammo |
[Veteran_NewOldMan]
0
|
Posted - 2012.06.08 02:43:00 -
[3] - Quote
The main problem with this is for the people using prototype weapons or any weapon that is beyond the skill range of a starting player. They will not have the skills to utilize the weapon, so it will just stay on the ground for the most part. |
[Veteran_Oddy Sw0l0x]
0
|
Posted - 2012.06.08 14:07:00 -
[4] - Quote
Nano-hives and supply depots already cover everything you've suggested, while making it more realistic in that you don't have guns and ammo floating in the middle of nowhere. Scavenging items from a corpse sounds plausible, but as NewOldMan mentioned, you run into the skill issue, not to mention PG/CPU fitting requirements. |
[Veteran_TheAmazing FlyingPig]
0
|
Posted - 2012.06.08 14:48:00 -
[5] - Quote
I feel as I should throw out there that there are also skills that increase the maximum amount of ammo you can carry for any given weapon type by 5% per level.
Also, about your "if the gun has no use, pick up a new one" statement:
This game is built around strengths and weaknesses. If you're a swarm launcher toting anti-vehicle machine, accept that an Assault will probably mow you down with minimal chance of being able to take him out first. This is where teamwork comes into play. Lend your strength to your squad, who can compensate for your weaknesses. You should not be able to pick up an AR, kill him, pick back up your swarm launcher and take out that LAV, and then promptly find a sniper rifle and start taking out heavies guarding the base. |
[Veteran_Bob Deorum]
0
|
Posted - 2012.06.08 18:04:00 -
[6] - Quote
ya in this case i do disagree with weapon pickups because you need to fit to the situation and if you need a new weapon find a supply depot and change it.... |
[Veteran_ConfidingBullet]
0
|
Posted - 2012.06.08 18:39:00 -
[7] - Quote
I didn't see supply depots mentioned in this thread, which you can use to change the dropsuit you're using.
So in the example you mentioned of using a swarm launcher for anti-vehicle operations, when you are done blowing up vehicles you can run down to a supply depot and change to an assault dropsuit or whatever you want. |
[Veteran_Cantus]
0
|
Posted - 2012.06.08 18:41:00 -
[8] - Quote
NewOldMan wrote:The main problem with this is for the people using prototype weapons or any weapon that is beyond the skill range of a starting player. They will not have the skills to utilize the weapon, so it will just stay on the ground for the most part.
This.
1,000,000x this. |
[Veteran_Dargondarkfire darkfire]
0
|
Posted - 2012.06.08 20:03:00 -
[9] - Quote
Oddy Sw0l0x wrote:Nano-hives and supply depots already cover everything you've suggested, while making it more realistic in that you don't have guns and ammo floating in the middle of nowhere. Scavenging items from a corpse sounds plausible, but as NewOldMan mentioned, you run into the skill issue, not to mention PG/CPU fitting requirements.
add a recycle system for when you pick up gear you can't use, you get an isk bonus. |
[Veteran_Azure Horned Wolf]
0
|
Posted - 2012.06.08 20:32:00 -
[10] - Quote
I want weapon pickups as well.
Given the level of technical achievement attained by CCP, one would think they would be capable of making a weapon scavenging system that successfully takes into account one's PG and CPU. I hope this is the case anyway, it would feel lacking if weapon scavenging wasn't available. If we can do this, I hope we can drop weapons to free up CPU/GP, or just switch with what's on the ground instead of just picking it up. To prevent team-killing and other shenanigans, weapon scavenging could be made only possible for enemy corpses.
I WANT THIS |
|
[Veteran_Grit Breather]
0
|
Posted - 2012.06.08 20:45:00 -
[11] - Quote
As for pickups for instant use, I do believe this goes against a lot of what Dust is about. But...I think pickups should be possible for scavanging. Maybe post-battle, maybe to some collection point during battle. The finer parts can be thought out. But a scavanging system seems like a must. Especially considering that's been a part of EVE for at least 4 years. |
[Veteran_Asno Masamang]
0
|
Posted - 2012.06.08 21:01:00 -
[12] - Quote
Greetings,
Grit Breather wrote:As for pickups for instant use, I do believe this goes against a lot of what Dust is about. Actually it kind of does go against the concepts as CCP has created. When you buy a weapon / module, etc, you are actually buying a blueprint. The item is then custom made for you via the restock mechanism.
That does not mean that it can't be scavenged, but salvaging it is kind of tough when it has been hit by weaponry that will punch through current generation main battle tanks and still impart their full destructive force on their real target. This is actually the reason I am against weapon pick-up.
It actually makes sense that as a mercenary you would have your high tech weaponry built such that only you can use it... |
[Veteran_RolyatDerTeufel]
0
|
Posted - 2012.06.08 23:22:00 -
[13] - Quote
against weapon pick up for the simple reason of skills to use the weapon.
I can't go into a ship in EVE if i don't have the skills for it. Even if i can use the ship and the guns are T2 and i don't have that skill lvl i can't use those guns / modules.
|
[Veteran_Darius Ashran]
0
|
Posted - 2012.06.09 00:23:00 -
[14] - Quote
Yar bad juju Weapons pick up would be problematic.
As far as ammo goes like other have said a nano hive will cover that easily enough same for changing kit at a Supply Depot.
And as others have said the issue with skill limitation on weapons would be an issue as well.
God forbid they add an isk bonus i can imagine it now the farmers on the battlefield not focusing on the fight but instead going and looking for weapons to pick up >_>
|
[Veteran_Bob Deorum]
0
|
Posted - 2012.06.09 04:26:00 -
[15] - Quote
NewOldMan wrote:The main problem with this is for the people using prototype weapons or any weapon that is beyond the skill range of a starting player. They will not have the skills to utilize the weapon, so it will just stay on the ground for the most part.
but here is the issue in the game I am almost 100% positive that you do not need skills to use anything. Vehicles for example. If you jump of your t2 tank someone with probably zero skills can get in it and drive away which i think should be changed. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |