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Old 2012-08-02, 12:42 AM   [Ignore Me] #1
IHateMMOs
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Holsters


I hate to be the one to say "OH, this is not like Planetside 1!!!" but could we have the ability holster weapons. Would really give the bases a more basie feeling instead of people running around aiming at you. We have so many keys on our keyboard, 1 could easily be a hotkey for it. It's something I loved about Planetside 1, and plus, it will make making movies and videos much easier.
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Old 2012-08-02, 01:08 AM   [Ignore Me] #2
Death2All
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Re: Holsters


I agree. I'd really like the holster option. You don't ALWAYS need your gun equip 24/7...Or at least I hope not.
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Old 2012-08-02, 01:17 AM   [Ignore Me] #3
Kneesoxx
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Re: Holsters


No reason to have this.

How does this effect the game in any meaningful way?
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Old 2012-08-02, 01:17 AM   [Ignore Me] #4
Coreldan
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Re: Holsters


Not sure if you mean having the weapons visible on the back or thigh like PS1 had or only just being able to have "empty hands", but the reason they didnt implement the non-equipped stuff to be visible on the character is cos it wouldve meant 25% less players on the battlefield, and they rather had 25% more players on the battlefield over holstered weapons.
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Old 2012-08-02, 02:35 AM   [Ignore Me] #5
MercDT
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Re: Holsters


PS1 type holstering (visible weapons) are not coming pack in PS2, however it would be nice to have a lower weapon option like ARMA... which shouldn't be too difficult to implement.
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Old 2012-08-02, 02:36 AM   [Ignore Me] #6
Xyntech
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Re: Holsters


I'm pretty sure IHateMMOs is referring to empty hands. I agree, it would be nice to have. I'm not sure how difficult this would be for them, animations and all, but if it's not too difficult it would be a really cool feature to have.

Visible holstered weapons and items would also be awesome, but I'm willing to hold out for Planetside 3 for that to make a return. 10,000 players per continent, and visible holstered weapons, courtesy of the Forgelight 2 engine.

But neither of these things actually affect gameplay, and that's my primary concern. So while it would be nice to be able to have no weapons in hand, I don't really care about it too strongly.
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Old 2012-08-02, 02:50 AM   [Ignore Me] #7
Death2All
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Re: Holsters


Originally Posted by Xyntech View Post
But neither of these things actually affect gameplay, and that's my primary concern. So while it would be nice to be able to have no weapons in hand, I don't really care about it too strongly.
Being able to tell what weapons someone has holstered effects gameplay in a huge way.
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Old 2012-08-02, 02:52 AM   [Ignore Me] #8
Coreldan
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Re: Holsters


Originally Posted by Death2All View Post
Being able to tell what weapons someone has holstered effects gameplay in a huge way.
Not so much in PS2 when you can tell from their armor which class are they, which only really leaves a few options as to what they could be carrying.
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Old 2012-08-02, 02:56 AM   [Ignore Me] #9
Salad Snake
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Re: Holsters


I think that it would add something to immersion, but it's only really worthwhile if it's an easy job for the Devs.
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Old 2012-08-02, 03:01 AM   [Ignore Me] #10
Death2All
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Re: Holsters


Originally Posted by Coreldan View Post
Not so much in PS2 when you can tell from their armor which class are they, which only really leaves a few options as to what they could be carrying.
Didn't they say that their can be multiple roles within each class as well? Like the HA for example. The HA could carry his Regular LMG weapon and his AV or he could have his Empire specific Heavy Assault weapon that they're rumored to have (MCG, JH, Lasher).


Say you're a lighting and you see a HA with his MCG equipped, so you think it's safe to go in for the kill. Instantly he pulls out his AV weapon and blows you up. You had no idea that he had an AV weapon. Granted, you should probably be weary of HA's in the first place since there's always a possibility that they could have AV, but still. Being able to know by looking at the person's weapons that are holstered on him would make a huge difference.

I'm just saying, it seems like a step backwards, considering we had this feature in PS1, then 9 years, a whole new engine later we can't have this feature? I guess another compromise they could implement is make classes look visually different depending on what kind of weapons there using.

Back to the HA, if he has an AV weapon on his loadout give him sort of a blast shield or something that would visually make sense for someone with AV weapons to have. If he's using an MCG, give him a bandolier so you can visually tell what he has and what he's capable of.

If it's really that hard to add holstered weapons to game, adding a subtle visual cue on each classes armor depending on their weapon loadout can't be that out of reach can it?
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Last edited by Death2All; 2012-08-02 at 03:03 AM.
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Old 2012-08-02, 03:01 AM   [Ignore Me] #11
JoeDragon
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Re: Holsters


I think we can all agree it would at least add to the visual appeal of the game, but modeling and animations added would probably be harder to implement than anyone here realizes. Hence no vehicle enter/exiting animations.

Even if they did create the models for holstered weapons and find a way to easily slap them onto people, that wouldn't be enough, because then people would demand animations for unholstering and reholstering each weapon.

I'd rather have the development time go into more vanity items, more maps etc. post launch.
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Old 2012-08-02, 03:12 AM   [Ignore Me] #12
Coreldan
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Re: Holsters


Originally Posted by Death2All View Post
Didn't they say that their can be multiple roles within each class as well? Like the HA for example. The HA could carry his Regular LMG weapon and his AV or he could have his Empire specific Heavy Assault weapon that they're rumored to have (MCG, JH, Lasher).
Yes, but exactly as you say.. If you see the HA either have LMG or a launcher in his hand, you know he doesnt have a HA weapon (MCG JG Lasher). If you see him with a HA weapon, you know he wont have a launcher with him.
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Last edited by Coreldan; 2012-08-02 at 03:17 AM.
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Old 2012-08-02, 03:12 AM   [Ignore Me] #13
Flaropri
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Re: Holsters


Originally Posted by Kneesoxx View Post
No reason to have this.

How does this effect the game in any meaningful way?
It doesn't, but people would enjoy it, so while it might not make or break a persons decision to play the game or buy stuff in the store it would improve those players' general experience with the game.

That's a good thing.

Think "Walk" functionality in RPGs like WoW. It doesn't matter most of the time, doesn't effect game-play at all, but people like it.


I just don't know if it's a good enough thing that SOE will spend the time and money to do it, but there's no harm in asking for it as a low priority to get into the game eventually.
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Old 2012-08-02, 03:18 AM   [Ignore Me] #14
Coreldan
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Re: Holsters


Read my original post people. They have it even implemented, but they decided not to use it cos it would reduce the amount of people they can have on the continent by 25% according to SOE.

Yes, I liked the feature too, but its not worth trading away 25% of cont population over.

They have talked about this long ago and have tried it.
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Old 2012-08-02, 03:19 AM   [Ignore Me] #15
FastAndFree
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Re: Holsters


It does effect gameplay, infantry has to choose between travel speed and being battle ready. People in transit are easier to kill if ambushed or surprised, since they need to first pull out their gun
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