I was just thinking about this, actually. Obviously it wouldn't work out too well with GRW's two long gun system, but it would be an interesting idea to implement in the next game, especially if they gave you different stats. For example (using GRW terms), single-point slings could give you extra handling with an accuracy penalty, and two-point slings could give you an accuracy bonus with a handling penalty.Originally Posted by Klaymond Go to original post
If they were intelligent about it they could happily include it with the 2 long gun setup. Generally your primary will be on a sling and your secondary either in a pouch or atached to a pack, but there are plenty of pictures of snipers with assault rifles, breachers with baby shotguns and rifles or even grenadiers with a stand alone 40mm and a rifle.
The switching between long gun 1 and long gun 2 should be ages, it isn't meant to done on the fly, but slinging your empty rifle and drawing your blaster should be MUCH faster than represented in the game.
I still naturally transition to sidearm when I run out of ammo, but due to how slow it is, I'd be better off waiting on the reload. Great mechanic but needs improvement. Thought slings would help.Originally Posted by Kayback2 Go to original post
Proper slings as part of 3D graphics are far more work than you would expect and they add very little to gameplay, no way near being worth what effort it takes to get them to simulate proper without being a complete waste on performance. Just take a look how little else than the main body actually really moves and when something does its just some minor swinging of rigid objects like bottles or the very end of a blanket. Clothing / hair is kept short to not be simulated since not only it does cause cliping issues, but also requires a lot more calculation than rigged bodyparts that you see in game.
Since Ubisoft keeps displaying everything that is attached to guns I doubt they would make the slings gameplay only without any visuals.