Thoughts on marine weapon pop out/delay

XaoXao Join Date: 2012-12-12 Member: 174840Members
edited February 2013 in NS2 General Discussion
Straight up we all know no one reads and UWE never responds to the ideas and suggestion forum so that's a waste of time and it's why I added the word thoughts to the title to indicate discussion.

On to the topic, the delay on swapping marine weapons because of the pop out each model has, even the the axe and mine have pop out effects that seem incredibly forced (the mine even has a HUD what the fuck am I reading).

This problem occurred to me real early in picking up the game, in NS 1 (I know I know) every good marine lead with the pistol and mopped up with the rifle, the pistol does more dmg per round and when para was actually worth it instead of being situational like it was now you'd normally see skulks pop their heads out of vents corners before attacking, 2 shots of an lmg did 20 dmg, 2 shots of a pistol did 30. I wondered for a long while why NS 2 was the complete opposite, why do people try and take down skulks from miles away with LMG and try to mop up with a semi automatic at close range, it's extremely counter intuitive from an NS 1 perspective or even a common sense perspective.

At first I wanted to blame rego but then after trying to put it into practice it's because of this ridiculous weapon pop out animation every weapon has, it adds some artificial delay between swapping weapons for god knows why. It wasn't until I was playing through MW2 SP last night night and went through the tutorial at the start that I realised not even CoD fucks this up, every CoD game specifically points out to you it is faster to weapon swap your secondary out then it is to reload your primary, now noting that NS2 has taken so many 'IMMERSION' aspects from this series why the fuck didn't follow the basics of FPS of allowing people to weapon swap instantly.

Whether it be rocket arena, source, CoD or even NS2's own predecessor not a single FPS era has been stupid enough to punish the player for swapping out weapons by adding some artificial delay weapon pop out animations, it's the year 2013 and right now I could pull a pistol out of a holster and not wait for some arbitrary animation before firing, there has been no lore aspect between NS 1 or NS 2 that explains why some fabled popout™ technology was added to all weapons (although they probably built the new power system, sentry factories and obs passive scan), why is this in the game and why is it so counter intuitive to everything FPS?

edit: words.
«1

Comments

  • CiroCiro Join Date: 2013-01-09 Member: 178392Members
    edited February 2013
    You could switch from a rifle to a handgun, faster than NS2, without dropping the rifle?

    I've notice the delay. It doesn't bother me that much. It's still faster to switch to an alternate weapon than reload the LMG.

    I would like the delay to be shorten if you drop you initial weapon, bringing up the alternate, rather than switching weapons.

    Concerning sniping skulks with an LMG, it's pretty easy since there is no recoil and the cone is very small.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    there is a certain amount of decision making involved in weapon switch which I don't really agree with. in a certain way the game is balanced around this, but the question is if it's necessary or even good for gameplay. I'm not advocating instant switch times, but they are quite long in comparison to other games.
    additionally, NS2 players usually lead with the rifle because the pistol does "Light" damage which reduces damage based on armor. I also disagree with this because it's pretty much an isolated case and only makes it confusing and the combat text even more ambiguous.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    edited February 2013
    Xao wrote: »
    ... I realised not even CoD fucks this up, every CoD game specifically points out to you it is faster to weapon swap your secondary out then it is to reload your primary, ....

    You might want to check in game again, but switching to pistol IS faster than reloading the LMG in ns2......

    Most people switch to pistol after LMG clip runs out, unless they feel they have plenty of time to reload the LMG.

  • TempesT487TempesT487 Join Date: 2009-04-15 Member: 67195Members, NS2 Playtester
    The "pop out delay" you are complaining about is called a deploy animation. NS2 actually has quite fast deploy times for its weapons, especially considering there are no "undeploy" animations like in Call of Duty. What exactly are you so angry about? It takes less than a second to switch from the rifle to the pistol.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Agreed, it takes way too long to switch weapons, especially when compared to NS1.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    statikg wrote: »
    light damage type

    Yup, damage types shift the way weapons are used. Dunno if ns1 had these.

    Basically, the pistol is designed to be effective after the rifle. It has higher damage per shot (25L) than the rifle (10N). But since it is light damage, armor cripples its effectiveness.

    Base skulk vs pistol:
    70/10 = 110 effective HP -> 5 hits

    Base skulk vs rifle:
    70/10 = 90 effective HP -> 9 hits

    Well... That math seems counter intuitive... Someone check my numbers. With carapace, it becomes decidedly more favorable to lead witj the rifle.

    Effective pistol HP = 190 -> 8 hits, 2x

    Effective rifle HP = 130 -> 13 hits, about 1.5x

    Anyway, where the pistol is supposed to excel is in finishing a lifeform that has lost its armor. It's quicker than reloading and more accurate at range to help you kill lerks/fades that are trying to escape.
  • luminalumina Join Date: 2012-06-15 Member: 153300Members
    I don't get the complaint. It is faster to switch to the pistol. I have never had a delay in switching hurt me.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    This is kind of offtopic, but still related to weapon switching:
    If you swap your weapons really fast (scroll like mad), you will get huge fps drop (goes from 60 when I am facing a wall to like 40).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    xen32 wrote: »
    This is kind of offtopic, but still related to weapon switching:
    If you swap your weapons really fast (scroll like mad), you will get huge fps drop (goes from 60 when I am facing a wall to like 40).
    Don't do that!

  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    Xao wrote: »
    On to the topic, the delay on swapping marine weapons because of the pop out each model has, even the the axe and mine have pop out effects that seem incredibly forced (the mine even has a HUD what the fuck am I reading).

    Have you actually checked the time it takes to switch between weapons? Because the animation has nothing to do with that. There was a delay in NS1, just like in NS2, but there was no explicit animation, just a time when the marine was lifting the gun and not yet being able to shoot. The animation is only for show, and it's actually pretty fast in my opinion to switch between weapons. I have no idea if it was faster or slower back in NS1, but every single game has some kind of a delay between weapons.

    Xao wrote: »
    This problem occurred to me real early in picking up the game, in NS 1 (I know I know) every good marine lead with the pistol and mopped up with the rifle, the pistol does more dmg per round and when para was actually worth it instead of being situational like it was now you'd normally see skulks pop their heads out of vents corners before attacking, 2 shots of an lmg did 20 dmg, 2 shots of a pistol did 30.

    Two major reasons: the spread of the LMG in NS1 was far greater, and thus killing skulks miles off was pretty hard with it. The pistol had a pin-point accuracy and thus was the equivalent of a sniper rifle, especially with its high damage output (which was 20 per shot, not 15 like you implied). The current NS2 LMG has a such a small spread and cone that it's just as well to shoot the targets afar with it instead of the pistol. And the second reason is that it deals light damage, so an undamaged lifeform will easily shrug all your pistol shots with armor counting as 4 against it.

    Xao wrote: »
    I wondered for a long while why NS 2 was the complete opposite, why do people try and take down skulks from miles away with LMG and try to mop up with a semi automatic at close range, it's extremely counter intuitive from an NS 1 perspective or even a common sense perspective.

    The most unintuitive thing ever is to prefer shooting targets afar with a handgun instead of an automatic rifle. Have you ever held a gun?

    Xao wrote: »
    At first I wanted to blame rego but then after trying to put it into practice it's because of this ridiculous weapon pop out animation every weapon has, it adds some artificial delay between swapping weapons for god knows why. It wasn't until I was playing through MW2 SP last night night and went through the tutorial at the start that I realised not even CoD fucks this up, every CoD game specifically points out to you it is faster to weapon swap your secondary out then it is to reload your primary, now noting that NS2 has taken so many 'IMMERSION' aspects from this series why the fuck didn't follow the basics of FPS of allowing people to weapon swap instantly.

    The 'artificial delay' is already there, it's not induced the by the animation, the animation is only there to make us see that the gun isn't ready to fire yet. Just like in every other game. I have no idea about MW2 whether it's somehow special or not, but I haven't played a single FPS where there wasn't some sort of a delay before you could fire a weapon you just switched to.

    You sound like your biggest problem is with the animation, which is like saying that marines deal too much damage because you can see so much blood spattering when the aliens are hit. It's only for the looks and has nothing to do with the mechanics. The delay is there for a reason, it's in every other game too.

  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Kouji_San wrote: »
    xen32 wrote: »
    This is kind of offtopic, but still related to weapon switching:
    If you swap your weapons really fast (scroll like mad), you will get huge fps drop (goes from 60 when I am facing a wall to like 40).
    Don't do that!

    Patch notes:

    Fixed the low fps from rapidly changing weapons: Told the players not to do that.
  • FlipperFlipper Join Date: 2012-08-08 Member: 155120Members
    there needs to be a delay otherwise you arent punished for bad aim/running out of ammo. It also gives skulks a chance to close distance. The combat is kinda balanced around this delay.

    Dont like playing the realism card but could you swap from a lmg to a pistol in 0.001 ms and be ready to fire with a pack of angry alien dogs biting your knees?
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    I always liked the NS1 way of having quick weapon switch times but longer reload times, instead of fast reload and slow switch like in NS2.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    elmo9000 wrote: »
    I always liked the NS1 way of having quick weapon switch times but longer reload times, instead of fast reload and slow switch like in NS2.

    Ummmm....... Switch>reload in NS2....

  • CycloneCyclone Join Date: 2013-02-15 Member: 183099Members
    There is one game where weapon switching is almost instantaneous: Quake Live. That's kind of a rare case though.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    This bothers me too, but the game has largely been balanced around it. For example, the switch from axe to assault rifle gives skulks something like an extra 500ms to close distance before you can fire at them. My personal preference is instant weapon switch, but I can live with the current delay.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    edited February 2013
    Every game outside rocket arenas has a weapon switch delay, I'm not saying that, I'm also not saying it's faster to reload than swap I'm also aware of this, I'm saying this game has a tacked on pop out animation on top of the weapon switch delay that just seems to drag switching weapons on forever and since reload times 9/10 are made slightly longer than weapon switch times as per FPS 101 the fun never ends in passive game play vs active game play.

    Was not aware of the light damage on pistol thing...that leaves more questions than it solves tho but that's for another day.

    This is what I feel like switching to pistol should feel like or vice versa from pistol to LMG:

    youtube.com/watch?feature=player_detailpage&v=cv352t6tf50#t=182s

    edit:
    Therius wrote: »
    I have no idea
    Thanks for clarifying that m8, 2 people can quote shit out of context and it will get us an equal distance nowhere, no other game has an extended club remix of weapon switching like NS 2 does and you know it, if there was a delay in NS 1 you would have to count it with something that counts nano seconds and not normal person seconds as it was indistinguishable, the animation was for purely for show.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    Xao wrote: »
    Every game outside rocket arenas has a weapon switch delay, I'm not saying that, I'm also not saying it's faster to reload than swap I'm also aware of this, I'm saying this game has a tacked on pop out animation on top of the weapon switch delay that just seems to drag switching weapons on forever and since reload times 9/10 are made slightly longer than weapon switch times as per FPS 101 the fun never ends in passive game play vs active game play.

    Was not aware of the light damage on pistol thing...that leaves more questions than it solves tho but that's for another day.

    This is what I feel like switching to pistol should feel like or vice versa from pistol to LMG:

    youtube.com/watch?feature=player_detailpage&v=cv352t6tf50#t=182s

    edit:
    Therius wrote: »
    I have no idea
    Thanks for clarifying that m8, 2 people can quote shit out of context and it will get us an equal distance nowhere, no other game has an extended club remix of weapon switching like NS 2 does and you know it, if there was a delay in NS 1 you would have to count it with something that counts nano seconds and not normal person seconds as it was indistinguishable, the animation was for purely for show.

    Forgot to add 1 armor equates to:


    4 HP vs light.
    2 HP vs normal.
    1 HP vs heavy.

    As for how various dmg types get added and computed, I am lost.
  • GorgenapperGorgenapper Join Date: 2012-09-05 Member: 157916Members, Reinforced - Shadow
    In NS1, I always hated the fact that I had to pump the shotgun every time I brought it out. That artificial delay caused a number of deaths because I had to wait for my marine to load a shell into the chamber before I could take the skulk out. That doesn't make sense to me. The action of sliding the pump in any shotgun causes the chambered shell to be ejected or loads a shell into the chamber. In RL terms, that means you're throwing out a shell every time you deploy the shotgun, or it never has a shell chambered.

    If you really want to get technical, why can't I load 9 shotgun shells in my shotgun? Put one shell in, pump the slide, load 8 shells. Hell, why can't I load 51 bullets in my LMG? Put the magazine in (don't say 'clip'), chamber a round, remove the magazine and manually add one bullet into it. That ONE bullet could be the difference between life and death.

    I say do away with realism altogether. Who needs models for the weapons? Just give us a targeting reticle with an indicator that tells you whether you're using weapon A or B along with a ammo count. Sound effects? Get rid of them. Just make pew-pew-pew noises when you press the mouse button. While we're at it, give us the Duke Nukem boot kick animation...with both feet, so we can shoot while kicking with both feet at the same time.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    In NS1, I always hated the fact that I had to pump the shotgun every time I brought it out. That artificial delay caused a number of deaths because I had to wait for my marine to load a shell into the chamber before I could take the skulk out. That doesn't make sense to me. The action of sliding the pump in any shotgun causes the chambered shell to be ejected or loads a shell into the chamber. In RL terms, that means you're throwing out a shell every time you deploy the shotgun, or it never has a shell chambered.

    If you really want to get technical, why can't I load 9 shotgun shells in my shotgun? Put one shell in, pump the slide, load 8 shells. Hell, why can't I load 51 bullets in my LMG? Put the magazine in (don't say 'clip'), chamber a round, remove the magazine and manually add one bullet into it. That ONE bullet could be the difference between life and death.

    I say do away with realism altogether. Who needs models for the weapons? Just give us a targeting reticle with an indicator that tells you whether you're using weapon A or B along with a ammo count. Sound effects? Get rid of them. Just make pew-pew-pew noises when you press the mouse button. While we're at it, give us the Duke Nukem boot kick animation...with both feet, so we can shoot while kicking with both feet at the same time.

    You reaaaally shouldn't go down the road of weapon authenticity, since even the darling of all first person shooters, counter-strike, is very "game-y" in this regard. Not to mention the dozens of other games, of course.
  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    In NS1, I always hated the fact that I had to pump the shotgun every time I brought it out. That artificial delay caused a number of deaths because I had to wait for my marine to load a shell into the chamber before I could take the skulk out. That doesn't make sense to me. The action of sliding the pump in any shotgun causes the chambered shell to be ejected or loads a shell into the chamber. In RL terms, that means you're throwing out a shell every time you deploy the shotgun, or it never has a shell chambered.

    If you really want to get technical, why can't I load 9 shotgun shells in my shotgun? Put one shell in, pump the slide, load 8 shells. Hell, why can't I load 51 bullets in my LMG? Put the magazine in (don't say 'clip'), chamber a round, remove the magazine and manually add one bullet into it. That ONE bullet could be the difference between life and death.

    I say do away with realism altogether. Who needs models for the weapons? Just give us a targeting reticle with an indicator that tells you whether you're using weapon A or B along with a ammo count. Sound effects? Get rid of them. Just make pew-pew-pew noises when you press the mouse button. While we're at it, give us the Duke Nukem boot kick animation...with both feet, so we can shoot while kicking with both feet at the same time.

    I can't tell if this is serious or satire.....
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Don't know, don't care. Just use "nanites"
  • GorgenapperGorgenapper Join Date: 2012-09-05 Member: 157916Members, Reinforced - Shadow
    edited February 2013
    Fappuchino wrote: »
    In NS1, I always hated the fact that I had to pump the shotgun every time I brought it out. That artificial delay caused a number of deaths because I had to wait for my marine to load a shell into the chamber before I could take the skulk out. That doesn't make sense to me. The action of sliding the pump in any shotgun causes the chambered shell to be ejected or loads a shell into the chamber. In RL terms, that means you're throwing out a shell every time you deploy the shotgun, or it never has a shell chambered.

    If you really want to get technical, why can't I load 9 shotgun shells in my shotgun? Put one shell in, pump the slide, load 8 shells. Hell, why can't I load 51 bullets in my LMG? Put the magazine in (don't say 'clip'), chamber a round, remove the magazine and manually add one bullet into it. That ONE bullet could be the difference between life and death.

    I say do away with realism altogether. Who needs models for the weapons? Just give us a targeting reticle with an indicator that tells you whether you're using weapon A or B along with a ammo count. Sound effects? Get rid of them. Just make pew-pew-pew noises when you press the mouse button. While we're at it, give us the Duke Nukem boot kick animation...with both feet, so we can shoot while kicking with both feet at the same time.

    You reaaaally shouldn't go down the road of weapon authenticity, since even the darling of all first person shooters, counter-strike, is very "game-y" in this regard. Not to mention the dozens of other games, of course.


    tongue-in-cheek

    I can't tell if this is serious or satire.....


    3rd paragraph
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    FYI guys, and not passing judgement on the discussion: Weapon deploy animations are scaled to weapon deploy time, not the other way around. Much of the argument about the weapon switch time in this thread appears to blame the existence of an animation. The animation is subservient and often sped up / slowed down to fit whatever weapon switch time is deemed appropriate for balance and fun.
  • luminalumina Join Date: 2012-06-15 Member: 153300Members
    I second the kicking with both feet idea.

    I payed more attention to this delay last night. I still can't figure out why the OP os complaining about it. It is a very small delay that doesn't hut you in battle. It sounds more like an excuse for bad play.
  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    Xao wrote: »
    Therius wrote: »
    I have no idea
    Thanks for clarifying that m8, 2 people can quote shit out of context and it will get us an equal distance nowhere, no other game has an extended club remix of weapon switching like NS 2 does and you know it, if there was a delay in NS 1 you would have to count it with something that counts nano seconds and not normal person seconds as it was indistinguishable, the animation was for purely for show.

    I quoted almost your entire post, how is that "out of context"? Could you clarify, or did I just make too much sense for you to bear?

    I admit (after checking) that in NS1 the delay is much smaller. But I still wouldn't venture to say that it's too long in NS2. For example CS:S seems to have pretty similar deploying times depending on the weapon, with both the NS2 LMG and CS:S AK47 having a little less than a second of deployment time.

    You're well entitled to your opinion about the weapon switching delays being too long, but don't expect everyone to agree. But your problem with it seems to be the animations and that the animations supposedly induce the delay. But as Hugh himself here stated, it's the other way around. You first set the delay, then you make the according animation, which is only for show.

    I actually read an interesting article about game-testing in a Finnish gaming magazine that briefly addressed how weapon reload animations affect how players perceive the amount of time spent reloading the weapon. The more stuff happened on screen, the faster it seemed to happen for the players. They were talking about Borderlands 2, and when they playtesters complained that a specific weapon was too slow to reload, the devs added more details and faster movement to the animation, without reducing the reload time at all. And behold, the playtesters praised the quick fix.

    UWE could try this out. Make the marine juggle some balls during reload and deployment animations.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    My only problem with the delay is that with the pistol there is a bug where after you spawn (if you died with an empty pistol) you'll occasionally spawn with an empty pistol. Nothing worse than pulling out your pistol, clicking fire, and see it start to reload. ~X(
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Mebe marines should tape their pistol and axe onto their rifles so they dont have to switch guns at all!
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Mebe marines should tape their pistol and axe onto their rifles so they dont have to switch guns at all!
    Hey, go back in history and they used to have pistol/rifle axes! Look at this. Wouldn't that be handy? Have a pistol and then alt fire is to swing the axe!
Sign In or Register to comment.