weapon pickup questions
Archie
Antarctica Join Date: 2006-09-19 Member: 58028Members, Constellation, Reinforced - Supporter, WC 2013 - Supporter
Hi current people running Unknown Worlds Entertainment i have a very curious question and a request
Why do you have to look at your gun directly to pick it up?
Who thought it was a good idea to make it so you have to be looking at your gun directly to be able to pick it up?
Why did this feature get implemented?
Why?
How bloody stupid is that, mid battle see a gun on the ground go to pick it up while shooting *sorry you can't do that dave* panic attack and get killed.
mid battle shooting and drop my rifle to run faster as a technique, sorry you can't pick up your gun again till you look at it? but why and why would you choose to do that, just why?
could you please change it back to the way it was previously, just press g to pickup / drop in the vicinity and give a simple toggle to pick up higher powered weapons if you choose to.
NS2+ disregarded with or without autopickup (i always disable) but the way it has been implemented is infuriating at the highest levels.
I hope we can get a solution or atleast some sort of agreement ASAP
Thanks,
Archie.
Why do you have to look at your gun directly to pick it up?
Who thought it was a good idea to make it so you have to be looking at your gun directly to be able to pick it up?
Why did this feature get implemented?
Why?
How bloody stupid is that, mid battle see a gun on the ground go to pick it up while shooting *sorry you can't do that dave* panic attack and get killed.
mid battle shooting and drop my rifle to run faster as a technique, sorry you can't pick up your gun again till you look at it? but why and why would you choose to do that, just why?
could you please change it back to the way it was previously, just press g to pickup / drop in the vicinity and give a simple toggle to pick up higher powered weapons if you choose to.
NS2+ disregarded with or without autopickup (i always disable) but the way it has been implemented is infuriating at the highest levels.
I hope we can get a solution or atleast some sort of agreement ASAP
Thanks,
Archie.
Comments
The reasoning behind the change is to fix the much worse problem of picking up welders when you *meant* to drop your weapon.
See, what happens is usually when a marine dies with an expensive weapon, they drop that weapon, and probably a welder that they were also carrying. Now if we stand over their weapon and press the drop weapon key (while NOT looking at the welder), then they end up picking up the welder instead of dropping their weapon. It's simply a problem of having "drop weapon" and "pickup/swap" weapon share the same key, which we can look into fixing in the future.
The reason I made this change was because usually when you're manually picking up a weapon off the ground (as opposed to the drop weapon -> let autopickup vaccuum up the other weapon) you're likely in a position where you have the time to look down and decide which weapon to pickup. When you're in the middle of a battle, and there's welders from your dead comrades scattered all over creation, that is NOT the time you want to be wrestling with the drop/pickup/swap nonsense.
But the bigger reason why I made these changes is because while I was fixing a bug related to picking up a welder when the axe was equipped (it would result in you switching to your pistol, instead of the welder), I asked in our discord, just to get a feel of the room, what people thought about making it so that the welder won't autopickup if the axe is equipped (axe does more damage to harvester, and it's kind of a pain to have to toss it far away while axing a harvester, would be nice to be able to just drop it at your feet). The responses I got quickly switched topics into issues people were having with welders getting picked up instead of being able to drop the weapon they wanted to drop.
So we discussed it, they made their suggestions, I pointed out potential problems with them, and through the discussion we decided the best change that could be made (in the limited amount of time I had at that moment) was to simply disable the proximity check for manual pickup, and just use the look-at pickup exclusively. It kind of makes more sense too... when was the last time you picked up a weapon with your feet?
What they did NOT do was launch into an angry rant about how stupid we are, or how dumb the feature was.
I'm not saying the change is perfect -- there's always room for improvement... but I think it's in a better place now than it was before. If you disagree, fine, make an argument for it, not just "how dumb is that???"
As a final note, I check these forums regularly -- there is no need for you to PM me on steam with a link (and immediately log off before I can say "huh?"). However if you do feel the need to get my attention sooner, perhaps you should post a link to the forum thread, and not the "create new thread" page.
It is of my opinion that it ruins another feature of the game and i think it should be re-evaluated with below in mind... I am not the only person to bring this up and i thought no one even knew about this change but it turns out just about everyone i spoke to seemed to have a frustration with it too but don't bother to question it because you guys seem to be done and dusted behind closed doors and to go back to what i said, it's very silly/stupid for a game as fast paced as NS2 to have to actively look at the weapon you want to pick up, we're not playing with arrow keys with mono directional key presses we actually require a sequence of actions to direct your movement that includes m@IronHorse
You surely should have noticed the problem if you did any in-depth testing, you shoot a fade he flys at you, you run out of bullets, press g to pickup shotgun from the person whom died infront of you while aiming at fade but no... you are behind the gun while running g, but now you litterly have to look at it, this slows down and limits your field of view of where you can be looking at one time which makes you vulnerable to attack
Actually not only that i just did some testing you almost have to take your eyes off the road per se just to accurately pick up a weapon if you are mid-battle.
Irrelevant part of your post:
With regards to posting directly to you on steam, remove me from friends if you don't want me to link you to something that i deem important. No need to be smug about it, keep it to PM's or steam chat, i actually logged off steam because i disconnected my connection to a second one and because steam doesn't automatically reconnect you when changing IP's, the server i was on kept spiking on one connection, i didn't bother to log back in because i was trying to play but it then said my client interp was at 2 so i just quit the game because of the connection drop, sorry if that bothered you.
a) I want to pickup a shotgun quickly (after emptieing my clip) -> but I pickup the welder and die
If they're close together it is literally impossible to do that really quickly midfight. I just want to throw away my rifle and get the shotgun with the emty slot
b) It's literally impossible to save 2 Wepaons (my own and the one on the floor) by dragging them to another location... before the change it was possible to spam "G" constantly and run to throw them forward to get it out of a dangerzone... but now that's literally impossible to even drag the weapons effectively for 5meters in a few seconds... it takes ages and you might pickup welders...
What is truly annoying, is when there are overlapping weapons, it ALWAYS picks up the wrong one...
You might be picking up a welder instead of another weapon, but you wouldn't be trying to drop your weapon. And if you were trying to swap your weapon, well, you can only pick up a welder once. Its much simpler to switch to your weapon to pick up the other than trying to aim for it. No wrestling required and aiming wouldn't solve the first and more reasonable issue of preferring the weapon when they are overlapped.
I never had a problem tossing my welder "far away" when axing a harvester either. What is the issue there?
As far as picking up a weapon with your feet, that's a terrible reason. Who says you aren't picking up your weapon with your feet when you look at it? Is there a pick up animation where you bend down that I missed? Have you never picked up anything without looking directly at it? I'd better respect your decision that you think it's a change for the better if you didn't try and bullshit us with irrelevant after the fact reasoning.
Off topic gripe about recent changes, instant ragdoll dissolve and spawning in the direction you are facing is broken again. Feature or bug?
This "point at weapon to pick up" obviously is inspired or taken from Last Stand. There we had to change the way it worked, merely because of the sheer amount of stuff on the floor, there was no way around it. But in NS2 "vanilla", this weapon pickup is also tied in to high level play, which is being ignored or wasn't known. Not accusing anyone, just making a dejavu observation
Clunky as shit!
When first dropping then running a short distance for a shotgun on the floor that a welder is overlapping with a shotgun should be picked up first and switched to never a welder switch. This just causes time loss in two ways and often death because of it. Gun should always take priority of switching to no matter the case.
Welder Pickup should not switch to the welder automatically unless axe is out. Automatically picking up welders without switching to them should be a separate feature in ns2+ options enabled by default. Enabling by default will help rookies to not miss having a welder for simply not seeing or not understanding what it is.
There are a few solutions but either my suggestion here or someone else does need to implemented to fix this major issue with weapon pickup at this time.
These changes have resulted in some real frustration.
Also - because it's in the same ballpark of consideration - is the general weirdness surrounding the exo eject mechanic a known bug? I so often have to resort to some combination of spamming and/or holding the eject key because nothing happens, and more than half the time a successful ejection results in me tossing all of my field weapons in the process.
If the problem is one so simple, why not just implement that fix instead of changing it so manual pickup becomes a hassle to players.
People die in fights, picking a shotgun up mid-fight is not a new occurance it's a common thing, why you would think people have the time to casually make sure they're standing looking at the right gun in such a fast paced game is just ridiculous.
Changing the mechanics from how they've functioned for years is the most absurd change you could make. It would have made more sense to require the player to look at the welder to pick it up than a useful valuable weapon, because a welder isnt something people pick up mid-fight.
Back at release, they had a limited number of keys to bind to, if I recall correctly. Not sure if this was/is still the case.
While I’m dreaming, I wish auto pickup only worked if the gun on the ground had >25% loaded in the clip. Seems like when there’s a fade and 3 SG on the floor and I always grab the empty one....
with this change, you don't actually have to look down or be precise at all. here are the steps to quickly and reliably (100%) pickup a shotgun in a SG/welder pile:
1. walk over or stand on the pile
2. drop rifle (G)
you now have the shotgun, guaranteed. if it's a pile with, say, a shotgun + HMG + grenade launcher... then yeah, it' probably not precise but how often does that happen.
note: I was able to do this in a local server without ns2+. if it doesn't work for you, check your ns2+ settings for "Weapon Autopickup". it should be enabled. "autopickup better waepon" is the bad option that should be off (otherwise you randomly pickup weapons midfight). autopickup itself is good.
that is exactly how it should work now in vanilla. comp servers won't share this functionality due to the whole 'frozenbuild317' mod incompatibility or w.e
Define excellent in this context
@kingkuma and this is how you ask a question like this
I believe this would be a system most people would want.
Can't we just have both options..? @BeigeAlert
Information, explanation and burn all rolled into one.
Only lacked strong sarcasm.. ok.. almost excellent.
The thing is though, they based their entire decision on pub play, it's obvious as they made it without even knowing about how it's used for high level play even since the marine could sprint. They're only focusing on the feature without any context to gameplay/flow. And as usual, they outright ignore people who disagree with them, people who again come up with much better alternatives, just to continue to force it through using the patented and packaged UWE way or the high way shtick, once again.
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^Right now we're at stage 5 and might even stay there for once, because most vets are gone and kinda see the futility anyway
You know, it's really starting to become a trend with NS2. I kinda lost count how many times they've pulled this off. Sure this one ain't so bad, but heck it is still that trend that is annoying, especially since this is again something that can be fixed in another more gameflow orientated way.
So "excellent", not quite the word I would use, unless you mean consistency
Don't forget their 80/20 rule where they implement a broken 80% and then claim nobody used/like it therefor we won't finish it.