I Like It.
I Don't Like It.
I don't like any type of loot system in this genre. I agree with everyone who is saying "if it really isn't that intrusive, then why have it?" I really do not like the slow change to more Division-esque gameplay elements. I stopped playing Div because I wanted it to be more like Wildlands for me to enjoy it...so GRB takes everything in the wrong direction for me. GR isn't something that should be a looter shooter and I won't buy another game until they get back on track.
I think the system exists to justify the bullet spongy mega drones, and, as Virtual said, to make money off players being impatient. It also artifically lengthens the game because it adds hours and hours of grinding for gear. I think it's absurd that I may have an AK which fires a 7.62 round but then I find one which shows up written in a different color and suddenly the same exact gun is more effective. How does that make sense at all? Bottom line for me tiered loot kills realism, breaks immersion, insults me as a person who understands real firearms performance, and is ultimately a dealbreaker. Sadly it's not the only dealbreaker I've seen from GRB which is sad to say as the sequel to a game I loved as much as GRW.
I always thought it was cool that you could pick up dropped weapons from enemies in GRW but unfortunately that feature only made sense in the early stages of the game where the player doesn't have decent weapons and/or acc's for them yet. The MSR was a good example that could be picked up from Unidad snipers as I recall. Early on, you don't have squat in the way of sniper options and this was kind of nice.Originally Posted by SapperDaddy39 Go to original post
The other thing that made the ability to pick up dead enemies weapons sort of a moot point was the abundance of ammunition. Caliber seemed to have nothing to do with what was laying around. ....and there was plenty laying around after a gunfight. To make matters worse, players could magically vacuum up a scene to refill their ammo in a matter of seconds and then quickly duck back in cover, exfil ,etc. ....a mechanic GRB sadly has as well. If this was a factor, I could see ditching a weapon to quickly pick up one from the ground as viable solution in a crunch.
Thing is, if they had made ammo something people needed to actually manage, firefights would have been more intense as the fear of running low or out of it would factor more into a player's decisions / tactics and made those discarded weapons more valuable in a pinch. They could have done that by making it necessary for people to search bodies for ammo vs. "vacuuming" and / or taken weapon type into consideration, make it a little more scarce, etc.
The funny thing is, this mechanic makes more sense in GRB but then they got rid of it for a more "Division-like", random, loot drop.
I agree with you completely on this. I’ve referenced Conflict: Desert Storm a number of times as a game that got many things right. One of those was that whatever weapons you started out with were all you had, unless you picked up a dropped weapon. Another was that you and your team had had individual kit that could be swapped around between them. Ammo was pretty scarce in it too. I often had to switch to a fallen weapon due to low ammo.Originally Posted by Kean_1 Go to original post
Breakpoint would really benefit from these elements as well as mag count, instead of total rounds. Also the ability to stow all weapons and pick up a fallen weapon. You could then use this until such time as you switch to one of your own weapons, at which time it would be discarded.
Also how about the ability to use a vehicle as a limited, mini armoury. Maybe store one of each weapon type.
I think there are a number of things along these lines they could really enhance the realism they have said they want.
I remember army of two the 40th day had a feature like the one you described were if you picked up an enemy weapon it would sling the one you were using across your chest until you dropped the pick up or ran out of ammo for itOriginally Posted by Hugo-FOU Go to original post
honestly a basic system like far cry's were by picking up enemy weapons you would unlock them for use or you could just by them from the store with tougher enemy's carrying more advanced guns
so a basic grunt would have an ak but an elite mercenary would have an m4 etc
so for example from the trailer it seems the sentinel grunts have sig 552's while the wolves carry tar 21's the only way to unlock those guns would require you to kill and scavenge from specific enemy's
but I guess random loot is better or something
+1Originally Posted by friday_mortimer Go to original post
After all the crap I've gone through with TD2 and them not listening, I spewed my coffee out when I read that.Good one!
You know, with all this talk of the looting system, and my going on and on about Ubisoft taking my money, but leaving me without being able to connect to TD2 since the launch, and not bothering to properly help remedy the situation, I just realized something:
they ... LOOTED ... me!
I can just imagine that Ubisoft is wearing looted gear now:
reverse ball cap: -100 to listening to the community
plaid shirt: +100 to protection from growing complaints
felt gloves: +100 to increased money grabbing
cargo pants: +100 to increased pockets to accommodate more micro-transactions
track shoes: +100 to walking away from support issues