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View Full Version : Reload Power Boost Definition?



Orca Orcinus
06-10-2006, 11:59 AM
Just like the rest of you, I cannot wait for Gears to drop off the truck and stock the shelves! Ever since I picked up my 360 earlier this year, I have been getting a little twitchy for Emergence Day. Now after E3, my excitement is even greater due to all the juicy footage and interviews. (I especially love CliffyB talking about the movie C.H.U.D. and Bionic Commando - one of the greatest games ever for the SNES.) :D

I do have a question about the 'properly' reloaded weapon power-up though. Is there some train of logic on why this works the way it has been described? Jamming the gun when you screw up loading is very logical, but why would putting the magazine in correctly add power to the weapon's muzzle velocity? :confused: Is there some kind of Zen archer insight that Marcus has, where a swiftly loaded magazine flows naturally with bringing the weapon up to aim and unload perfectly into his enemies? I am not attempting to negate the kuhlness factor of having a twitch function revolve around reloading; which has become such a basic action in shooters that it has almost been forgotten. Now there really is a reason to reload 'in combat' instead of directly 'after combat'. This totally changes dynamics in a way that will be hard to explain until people start playing the game. I know I am definitely looking forward to the challenge. I think this new concept is really innovative and will add a lot of depth to the experience (especially when you fail and jam, putting you into truly dire straits). I just want to know the 'why' behind the reload power boost, aside from being a unique feature to a standard action. Anyone have any information from an interview?

Koric101
06-10-2006, 01:26 PM
It's a counterbalance, no one would try for active reload if there was a chance at jamming if there was no chance at a plus. If there is a plus people would use it, plus it makes for fun gameplay.

Zoso Fan
06-10-2006, 03:01 PM
I think Koric said it perfectly :)

RIGOR_MORTIS
06-10-2006, 04:19 PM
Orca, Bionic Commando was on regular NES, not SNES.. Sorry, just had to make that clear! :)

Orca Orcinus
06-11-2006, 05:36 PM
Thanks, Rigor - it's been a long time!

Anyhow, balance - yes I understand that. But what is the mechanic for it working? There has to be something outside the 'game' and inside the 'world' for this bonus, right?

Madness3030
06-11-2006, 06:17 PM
I think the gang maybe was trying to simulate real war stress. Think about bullets blazing and not knowing if you time is up would make you nervous and when reloading you'll try to be as fast as possible but you may fumble the clip or forget to cock the gun. I like the concept plus it balances the newbies and leets to a certain degree.

Koric101
06-11-2006, 10:49 PM
I think the gang maybe was trying to simulate real war stress. Think about bullets blazing and not knowing if you time is up would make you nervous and when reloading you'll try to be as fast as possible but you may fumble the clip or forget to cock the gun. I like the concept plus it balances the newbies and leets to a certain degree.

agreed, and granted, I'm not so sure it'd work in real life :o but I do think it will improve gameplay.

Uday23
06-11-2006, 10:54 PM
its just something cool they added in to the game.......

Whistlerman
06-12-2006, 02:38 AM
you just have to time it right, kind of like in a golf game swing

walerah
06-12-2006, 03:12 AM
agreed, and granted, I'm not so sure it'd work in real life :o but I do think it will improve gameplay.

also agreed and granted ...however ;) seran military technology just might have the physics to support

UnregisteredGreyGear
06-12-2006, 02:19 PM
i wonder if you don't press any button if it auto reloads like in halo and any other games

seph
06-12-2006, 02:30 PM
i wonder if you don't press any button if it auto reloads like in halo and any other games

If you mean auto-reload while you actually have bullets in the magazine, then no, I do not think so. There was no auto-reload in the E3 Demo... actually, there never was any reload untill Rod finished his magazine. Pherhaps you can't reload at all, if you have bullets in the magazine. Prevents a player from reloading after shooting just a few bullets from the clip and more like what a soldier would have done in reality.

CliffyB
06-12-2006, 07:26 PM
It's a counterbalance, no one would try for active reload if there was a chance at jamming if there was no chance at a plus. If there is a plus people would use it, plus it makes for fun gameplay.

Exactly. It's a gameism, kind of like getting adrenaline in Burnout.

GearsManiac123
06-12-2006, 08:14 PM
Exactly. It's a gameism, kind of like getting adrenaline in Burnout.
CliffyB is on a replying RAMPAGE!! but yea, Koric101 is right. no one would try the active reload if the only thing that could happen is either jamming your gun, and just reloading quicker. if there was no damage boost for your bullets, no one would do it. most people would probably forget about it.:eek:

Orca Orcinus
06-13-2006, 08:12 AM
Thanks for the clarification Cliffy! Gameisms are fine with me, I was just rooting around to see if there was anything else behind it.

Interesting point, Seph, about not being able to reload. That would be a fair sight more realistic than some games where you drop your current mag on the ground, slap in a new mag, and magically have all the bullets from the ejected mag still in your inventory. (Even though the clip is visibly lying on the ground.) Of course, with the reload mechanics, I don't think that it's would be so harsh as to not allow reloading at the player's whim. The Garand was a fine rifle, very accurate - but the reload dysfunction was never a soldier's friend.