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Deathshow99

Old weapon drop system

Old weapon drop system?  

107 members have voted

  1. 1. Anyone remember the old drop system, anyone wants it back?

    • Yes, bring it back
      42
    • No, it was a stupid mechanic
      65


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On 6/15/2018 at 5:15 PM, Freewind said:

...I remember complaining, at the very least...

Yes, there is always someone complaining about something...

 

Anyhow it was a nice event, i can see benefits for it becoming permanent - but then again there are some that might disagree...

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2 hours ago, Zolerox said:

How about... Only in fightclub? Make it a beacon ruleset.

Yes, fightclub only would be awesome.

 

18 minutes ago, neophobia said:

quite some people were positive about it - but not in the old state

so arguments/discussion about how to change it are quite good

 

(sorry lixil, can't remove the tag from the quote for some reason)

I agree with you, would be nice if they put it when the weapon is dropped it only has 1 full mag of ammo and that's it, would make you decide what you wanna do with it and when the weapon is empty it dissapears and you go back to your old loadout

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That's the worstest thing APB has even released, taking others weapon will not make any advantage other than giving others opportunity to return fire to others with the same variant of firearm. which basically will be idiotic movement and will lose the glory of the legendaries primary weapons. Nope, I disagree with bringing this system back.

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I think it's important to keep in mind how the old system worked. When someone died, they'd drop their primary weapon, which would have their current mag and spare ammo in it. You could then walk up and press use on it, to pick it up as an item you held over your normal primary, so you'd literally be carrying two primary weapons. It would be automatically dropped if you switched to a secondary or interacted with other items or objectives.

I've been going through this topic here, to figure out what most of the feedback was about:

Why people dislike the weapon drop system so much?

 

Reasons for disliking it:

- It doesn't feel like APB (similar to CoD, was released around the same time as Gun Mettle update for TF2, implementation felt like a gimmick)

- The implementation was very buggy (several bugs, weapon pickup priority issues, accidentally dropping weapons when doing other interactions)

- Lack of development focus (was added around the time with other badly implemented features such as the Butcher event, car spawner, consumables and such)

- Other people using your weapon (my legendary shouldn't be touched by anyone else, it's embarrassing to get killed with your own gun)

- Harder to be aware of your enemies loadouts (constantly changing, and wasn't being shown on the scoreboard)

- No reason to buy weapons anymore (you could just be a new player with a STAR and keep picking up weapons from others)

- Balancing issues with two primaries (NTEC + HVR quickswitch, CQC & long range at the same time, being able to empty a mag and just continue shooting with your second primary)

 

Reasons for liking it:

- It was fun (killing others with their own weapon, more weapon variety, made the game feel fresh)

- Allow other players to try out different weapons (F2P-players testing premium weapons, new players getting more variety, veterans testing less common setups)

- Added more depth to the game (decision making of picking up others weapons, switching between long range / short range, reacting to more varied loadouts, team communication becoming more important in regards of enemies weapons)

 

Suggested improvements:

- Picking up a weapon would instead switch it, so you would drop your normal primary while picking it up.

- Display the currently held weapon on the scoreboard.

- Limit the amount of ammo weapons carried. (Would matter less if you dropped your normal primary, but might still need balancing if you don't need to resupply)

 

Don't misread this as more people were against it than it was people for it, since it seemed to be pretty even for both sides, while those who liked it agreed more about the things they enjoyed with it.

 

People who said it didn't feel like APB were very vague about it, and seemed to be mostly about how badly implemented the system was. People who didn't like the idea of others using their weapons, didn't consider it from the opposite perspective. It would make it harder to know what weapon the enemy would currently be holding, but that would go for both sides, and be slightly alleviated by the scoreboard being updated. Instead of this giving people less reason to buy weapons, I think it would instead help people to try out more weapons and give them more incentive to purchase what they want (or how often would the enemies constantly be holding their preferred weapon, aswell as being forced to kill them each time before picking it up?).

 

Alot of the negative feedback would go away simply by changing the system so that you switched your primary instead of simply picking up an additional one. Another suggestion would be to be able to bind a button to drop your currently held primary, so you could drop it for your teammates. Being the good guy who let's others try out his legendary would give it an additional status boost. The other thing would be that the weapons would despawn much faster, so you can't just stand around two weapons and keep switching between them.

 

EDIT:

There might need to be a restriction for how quickly you can equip a new weapon from a resupply source after dropping or picking up a weapon, to prevent players from spamming weapon drops. So if you picked up or dropped a weapon, there would be a 5-10 seconds delay before being able to equip a new one from you loadout, with an easily visible countdown on that screen to let you know why you can't switch.

 

It might've been that whoever you killed would drop the weapon they had currently equipped, so if you killed them while they were holding their secondary, that would've been what they dropped, and you'd then be running around with two secondaries and one primary. Either way, old system was terrible, but with some minor tweaking it would be an awesome addition to the game.

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APB's combat is way too dynamic for a weapon drop/pickup system mainly due to respawning. Especially Fight Club would suffer from it.

 

The changes suggested would make that system do a 180 turn though. Could make it interesting.

 

 

Also if the weapon drops, I'd appreciate the weapon to lay flat on the ground, not upstanding like it's some quake gun pickup floating. 

Edited by Haganu

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56 minutes ago, Haganu said:

APB's combat is way too dynamic for a weapon drop/pickup system mainly due to respawning.

Could you elaborate a bit more on this? APB's gameplay is indeed quite dynamic, but I'm not sure why that would be bad for weapon pickups or why respawning would be an issue? (You drop the picked up weapon upon death, and respawns with your original choice)

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23 hours ago, Dopefish said:

Could you elaborate a bit more on this? APB's gameplay is indeed quite dynamic, but I'm not sure why that would be bad for weapon pickups or why respawning would be an issue? (You drop the picked up weapon upon death, and respawns with your original choice)

The problem is how often respawns would happen. Because APB is quite basic in combat (as in there's not a lot of preparation going on before a shootout happens compared to more tactical shooters like R6S and CSGO), a shootout happens quite quickly and most of the time obviously results in either of the 2 parties dying. How basic the combat is makes it quite dynamic.

 

Mission districts won't have much of a problem, but Fight Club would literally be hell. A full Asylum for example already is quite chaotic.

Some of the changes you suggested would make it even more interesting for mission districts, but all the changes you suggested would basically be a requirement to make such a system work in FC. Or just exclude the system from FC.

Edited by Haganu

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