Fredrik is the Lead 3C Designer at Ubisoft Massive.
https://twitter.com/Thylander/status...32514962022402I'm on vacation... But the mind drifts back to a thing we tried in division 1 on a PTS: making reloading the weapon break a sprint into a run. It gave tactical dynamism to chases across the dz and a value to reload speed. Considering it for division 2. Thoughts?
My thoughts: It didn't work on the PTS because it ruined the flow of the combat. It was too punishing for the player. It made the combat too clunky. Bringing it back to add value to reload speed is kind of lazy. That being said. I don't know the combat in PvP for TD2. It might work, but I feel this is something that we need to test and provide feedback to the devs.
It's annoying and unnecessary.
Having to reload creates a flight response (as opposed to fight), regardless of this behavior. What I do however could agree on is perhaps a more dynamic approach where reloads are bit slower while sprinting and speed up again when you reach cover and stop moving. Coupled with perhaps some restrictions on movement (a more dampened left/right movement during sprint reloads).
I'm all for more tactical play, but it should not affect fluent pacing in gameplay. Reloading while sprinting often gives good players the ability in shooters (in general, not just TD) to time their reloads during cover to cover moves (not to be confused with the mechanic "cover-to-cover", I just mean in general, when I choose to move up to the next cover while reloading).
Honestly in some cases (vaulting, etc) I would even speed up animations. It's important pacing is maintained and fluidity in gameplay is too. Tactical behavior is something that needs to be caused by how the actual combat works, not just slapped on limitations.
Of course if the gameplay shifts extremely into a heavy tactical shooter with a much slower pace then I might agree to this, but overal I think putting limitations on players is a bad idea.
If anything, the core of their problem in TD1 is a high TTK, coupled with an animation glitch that allowed some crazy unnatural zig zag moves. You can sidestep irl, you can zigzag a bit during a sprint, but not to the bullcrap extent of what happened in TD1, that's some unrealistic, mindboggling behavior that reminds of of the constant 90° turns only a rabbit can do IRL lol.
The eternal battle between players who want a bit of realism and maybe some balance vs those that prefer to have fun playing the game.
I wonder how many of those ppl actually wanted more balance in the first game. Are they prepared to accept a little kick in the nutz in their fun, for a little more balance to gunplay? I mean its not like they have one weapon. Theres 2 more to use while running...... ^^
Personally Id be all for a change. Maybe just a small one. I can see it going quite well hand in hand with the change from out of cover shooter to cover based shooter..... but maybe they should not have it in to start with. If pvp gunplay does move towards a more coverbased combat model then running in fights may not be such an issue. Esp. given the more open nature of the game.
If they make it too much it will just mean any gear items with RS mods will become the meta as will the weapons imbued with a naturally fast RS. And everyone will be favouring those.
Ultimately basic gameplay mechanics have to fit like a second skin or you simply put off all but the most hardcore of hardcore gamers - having different movement speeds has been tried in so many games and just doesn't work without making the game more clunky to do basic things than it needs to be - having just the two speeds of walk and sprint just works and is seamless in action.
As to whether reloading is possible during sprinting or not it another matter again but it tends to stand out and not be very satisfactory gameplay wise forcing people to walk or slow down to reload.
I think it is one of those things that might be cool the first half a dozen times you play with it and then become a minor annoyance that adds nothing of value after that.
Having reload times vary depending on player movement speed could be an interesting thing to explore and not necessarily a bad thing though.
Problem is that we still don't know what PvP will be like.
Like I said, if it's a lot more slower and tactical in pacing it could work, but in general I'm not a fan of setting such limitations to players and I'd prefer to see a much more nuanced way of doing something like this (left/right movement dampening like I said).
Not necessarily, it'll depend on how much of an impact to damage output it is to equip reload speed over other attributes. If the damage loss is significant, reload speed won't become meta, it's still more efficient to actually kill your oponent BEFORE having to reload than having to actually reload mid fightOriginally Posted by agentCoats Go to original post![]()
No ones a fan of setting limitations and yet we have a whole host of them. Id wager youre not a fan of setting limitations that dont fit into youre gaming style. Like everybody is. Its why we have the current particular paradigm/paradox in TD1.Originally Posted by Corrupt_be Go to original post
Well it will depend on alot more things.... like if pvp combat can actually take place out in the open at any point during an encounter rather than solely focused around being in cover. Otherwise ppl may just get into cover to change mags..... which is what you/me/they would probably do in a real situation Im guessing.
This makes alot of sense to me. Guess it depends on how well it works. Rogue group sprints. Agents sprint after them. Rogue group stops and shoots. Agents take cover and shoot back. Rogues go into cover and reload. Agents stay in cover and reload. <<-- No one is sprinting when the combat is actually occurring.Originally Posted by III_Hammer_III Go to original post
If it makes any difference it will be when/if both parties decide to relocate and some players havent got full mags. Do they fire what they have, or change during a sprint? I dont think it will make much difference - but as others have said we need to see how pvp will actual play.
Yea, for sure.Originally Posted by SevenNVD Go to original post
Hopefully, the beta goes on for a long duration.