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Weapon reloading?

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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Wed Nov 06, 2013 10:29 pm

Weapon reloading?

have you considered adding a seconds (or more) delay for reloading for any gun weapons? I don't mean between each bullet, but each volley.
e.g.
Phaser seems perfect for 6 shots, maybe 7. Remember those old 6 shooters


Gun weapons, btw

BOUNCER - PHASER - TRIPLE

With maybe Seeker

It might put momentary lulls in the game, which are good - they won't last long, that's for sure :zapdance:

Reloading would feel a little better to me than the current uninterrupted firing.
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
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sky_lark

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Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Thu Nov 07, 2013 7:53 pm

Re: Weapon reloading?

Oh dear, I hope not. No offense, but I'm not a fan of this idea. Here's why:

1. Bitfighter is not like most other games. It is a bit of a spray and pray-esque shooter. Although ships die quickly, their small hit area and quick movements make them rather difficult to hit accurately, so the end result is a lot of pellets flying around. Conversely, in many modern FPS games where reload is active, characters tend to more more slowly and there's a wider area to hit. Therefore, I think restricting weapon fire would only make the game a lot harder, and not in a good way.

2. Part of the reason why I love Bitfighter is for its crazy, chaotic nature. Taking that element away - limiting firing rate effectively slows it down - would change the face of this game, and in a negative manner, IMO.

That said, keep the ideas churning - you've initiated a lot of interesting discussion.
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Little_Apple

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Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Thu Nov 07, 2013 8:02 pm

Re: Weapon reloading?

Isn't this one of the reasons Z.A.P. was bad?
Hee-ho!
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Skybax

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Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Thu Nov 07, 2013 10:45 pm

Re: Weapon reloading?

Energy-based weapons have no clips.
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