Don't like it? Don't use it!
You afraid someone's going to outscore you? If yes, that's quite pathetic, in which case go ahead and reload cancel too.
Modifié par E71, 16 juin 2012 - 05:42 .
Modifié par E71, 16 juin 2012 - 05:42 .
Mr.Kusy wrote...
avenged100fold wrote...
-snip-
So be civil, or shut your ****ing pie hole. If you swallow your pride and talk respectably, I'll have no trouble doing the same.
When someone will ask me what hypocrisy means I will link to your posts buddy.
Modifié par Mr.Kusy, 16 juin 2012 - 05:51 .
LoboFH wrote...
Considering infiltrators get an insane advantage of points with their sniper rifles and shooties I think the boolpoop is yours.Mr.Kusy wrote...
Considering that every class, with any loadout is capable of canceling - what you say is boolpoop.
Modifié par XFactor777, 16 juin 2012 - 06:04 .
Modifié par avenged100fold, 16 juin 2012 - 06:23 .
Terraflare wrote...
Many games have idiosyncracies born out of the way the code was built from the ground up.
avenged100fold wrote...
[...]
But
I have many issues with it and your arguments for it. Things like if
it's an "intended feature" that is, as you claim, intended to allow you
to reload faster, why are there no tips for it? Or why have the
animation after the ammo counter increases? Or the fact that I think you
guts don't understand the "intended feature" comment at all.
Issue
1.If it was there to let you reload faster, why is it never mentioned
in game? Why isn't there a tip that says "You can reload faster if you
perform an action immediately after the clip is inserted!" and this is
my biggest problem with it. A fair number of players don't know that
reload canceling is a thing. Many know it exists, but don't know the
specifics. Why should casual players not know about of it's a "feature"?
Issue
2. I must assume the ammo counter resets when the clip is inserted.
Based on this, wouldn't the remaining animation be you securing the
clip? If the clip is not fully secured, wouldn't it fall out when you do
something else, nullifying your reload? And if it isn't, and the
counter goes up after the clip is secure, or there's no need to secure
it because of space magic, then why does the rest of the animation
exist? Why not let us sprint right after that, then?
Issue 3. I
really, really, REALLY doubt Bioware added this feature for the purpose
of allowing you to reload faster. And true, I'm sure someone will argue
that I don't know them or whatever, and I don't, but really. What's the
point in having a set reload time, making animations for the reload, and
using it as a balancing tool when you just expect everyone to cancel
it? And don't give me this junk about it being hard. It's not. I feel
like it is infinitely much more likely that they put the ammo counter to
reset at the moment that the animation showed the clip in the gun (or
the old clip out since I swear that's all that actually happens) and
then did what every single other shooter out there does and let you
dodge, use powers, and otherwise GTFO when you need to through the
reload. Otherwise, they probably realized that people would complain
about reloading at the wrong time and getting screwed. They'd say things
like "can't I just stop reloading like in real life?"
I don't understand how these arguments aren't valid.
Modifié par Thaxor, 16 juin 2012 - 06:26 .

Modifié par rollblows, 16 juin 2012 - 06:26 .
Thaxor wrote...
I really think the people who swallow Bioware's "it's a feature" line are delusional... either that or they are looking for any reason to justify something they like (way more likely).Terraflare wrote...
Many games have idiosyncracies born out of the way the code was built from the ground up.
THIS. I find it FAR more likely, given past experience with "features" in other games, that RC (both in ME2 and ME3) is simply an artifact of the core engine. It was not specifically designed in, it's simply an intrinsic aspect of the game engine. Bioware just pulled a (good) PR move and said, "uh... FEATURE!"
Is it a "bad" feature? I don't think so, but I do think it is a poorly implemented feature.
If it was intended to be a "real" feature:The above point more to an unintended game mechanic that they have embraced, then a fully developed fully intended mechanic.
- Why is it mentioned no where in documentation (Bioware had to come out and acknowledge it AFTER the community found it)?
- Why can it be done my multiple means (rolling, taking cover, medigel)?
- Why does it look and feel like it's not a fully developed feature (no visual/auditory signal that it has been done successfully)?
There is nothing particularly wrong with that, however there is nothing wrong with folks like the OP asking for it to be removed and a proper system implemented.
Mr.Kusy wrote...
@avenged100fold wrote...
What is this? I don't even.
By any means, I'm not going to argue with you. I just find your lack of any sense amusing.
In ME2 it was clearly a glitch (only worked with a single weapon if I recall). The fact it works for pretty much everything in ME3 now tells me they decided to keep it and just tweaked it/cleaned it up so it's more in line with how the game was designed and fit with the rest of the gameplay. It may have started out as a glitch but it's now "intended" to be there.Thaxor wrote...
I really think the people who swallow Bioware's "it's a feature" line are delusional... either that or they are looking for any reason to justify something they like (way more likely).
Hehe, gotcha!Mr.Kusy wrote...
1. Casual players are free to play on bronze and silver, where clip canceling is not required for anything and apparently done only by "hardcores".
2. The whole thermal clip mechanic was introduced in ME2 to make it more familiar for people who play ammunition based shooters, was poorly explained in the codex and the developers admitted that it was purely a gameplay based decision. Now your trying to apply reality to a SF video game, not to mention it's multiplayer portion.
3. Nobody said it was intentionally added into the game, it was intentionally left in it even after it became obvious it allows you to reload faster. BioWare choose not to fix a "glitch" (and people from BioWare stated so) basically making it a feature.
4. And no, the fact that you swear only in the first line of your post instead of filling it with profanity does not in any way make you look more civil amigo.
Thaxor wrote...
Terraflare wrote...
Many games have idiosyncracies born out of the way the code was built from the ground up.
THIS. I find it FAR more likely, given past experience with "features" in other games, that RC (both in ME2 and ME3) is simply an artifact of the core engine. It was not specifically designed in, it's simply an intrinsic aspect of the game engine. Bioware just pulled a (good) PR move and said, "uh... FEATURE!"
Fox-snipe wrote...
The utter lack of communicating it exists though is a bit sucky.
Modifié par Mr.Kusy, 16 juin 2012 - 06:43 .
robarcool wrote...
Hehe, gotcha!Mr.Kusy wrote...
1. Casual players are free to play on bronze and silver, where clip canceling is not required for anything and apparently done only by "hardcores".
2. The whole thermal clip mechanic was introduced in ME2 to make it more familiar for people who play ammunition based shooters, was poorly explained in the codex and the developers admitted that it was purely a gameplay based decision. Now your trying to apply reality to a SF video game, not to mention it's multiplayer portion.
3. Nobody said it was intentionally added into the game, it was intentionally left in it even after it became obvious it allows you to reload faster. BioWare choose not to fix a "glitch" (and people from BioWare stated so) basically making it a feature.
4. And no, the fact that you swear only in the first line of your post instead of filling it with profanity does not in any way make you look more civil amigo.