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#11
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I'd prefer to see unlimited ammo modifiers. Finite ammo of any kind will just be a hassle to use and will lead them to not being used. Just like, well, scrolls in TQIT.
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#12
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I think scrolls weren't used because they were extremely expensive. You could use some of them in bossfights but against normal creeps they were wasted.
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"It may take centuries to rise but once the Ice starts moving even mountains will yield." - Armant, Prophet of the Northern Empire "Buying things enhances my gaming experience." |
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#13
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they could make the ammo system like i think two worlds had it. Where you cant shoot without an arrow but when you get the arrow there's unlimited arrows in that arrow pouch. But the arrows make you do slightly more damage.
(not sure if any one suggested this i was to lazy to read it all i only read the first one)
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legendary fan it is better to die for the emperor then to live for your self. |
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There will be unlimited ammo. We will probably have "ammo" as a type of add-on that you can attach to ranged weapons that works like the relics in TQ.
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#15
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Quote:
__________________
Official Legendary Grim Dawn Contributor (Diablo III KiLLeR )King among RPGZ! Chop it ! Gold Reward: http://www.youtube.com/watch?v=PqGP4LT_cYo&hd=1 Silver Reward: http://www.youtube.com/watch?v=puhioIlUz0Q |
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#16
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Will there be different ammo "relics" with different damage types for the same weapon (in order to customize the weapon with this "relic") ?
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#17
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Quote:
Please tell me there will be killer spider bullets.
Last edited by Spoon of Doom; 07-20-2010 at 09:24 AM. Reason: Typo of dooooooooooooooom! |
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#18
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Will there be re-load animations for musket type weapons?
I just think it would seem odd if using a musket type weapon (or any ranged gun) to be able to just fire away indefinitely. Or have some sort of regen time or something. You can also make certain weapons have stats where it can fire multiple times before re-loading or regenerating. Otherwise I think it kills the experience by allowing a gun of sorts just fire away...*bang-bang-bang-bang-bang-bang-etc* Especially considering this is supposed to be the Victorian esque era. But that's just my opinion. |
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#19
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It took like 15 seconds to reload muskets...that's probably far too long to wait for an attack in a game like this and would really hamper gameplay.
It seemed to work reasonably in Torchlight to be honest and you could just fire away pretty much...I don't think that fact detracted from the game in any way. |
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#20
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I wouldn't want it to take very long to reload, but I would like some mechanic that took into consideration that these are generally weapons that needed to be reloaded. Maybe not have to re-load them literally, but give them varied firing speeds.
To me this is akin to having your shield always block for you. When in practice sometimes it does, sometimes it doesn't, based on whatever roll or stats you have. I just don't want guns to be able to fire repeatedly at the exact same rate as all the other guns. Then it becomes a bit mundane. Say for example you get a normal gun, and later an awesome magical gun, & later on a nice set piece of a gun....but they all fire the exact same way. There has got to be some method to differentiate, such as firing speed, amount of projectiles, etc. Even make cheap guns have some sort of re-load animation, but let the better ones have few or even none. That way a cheap gun feels inferior to a rare magical one. Last edited by shawnmck; 07-27-2010 at 01:11 AM. |
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