[QUOTE=Dr. Doughnut;43938664]So, I'm curious about playing Loadout, my main question is about the level system. Does it involve weapons just getting stronger as you play? Or is it like Team Fortress 2's unlocking system, and they're sidegrades?[/QUOTE]
Both! As you play you gather 'blutes' which you can either spend to unlock new parts for your weapons and sidegrade, or grind exp with always the same weapon you feel confident with and level them up for slight bonus to their stats.
[QUOTE=Dr. Doughnut;43938664]So, I'm curious about playing Loadout, my main question is about the level system. Does it involve weapons just getting stronger as you play? Or is it like Team Fortress 2's unlocking system, and they're sidegrades?[/QUOTE]
As you level up you unlock new slots for new weapons, choose their parts with their pros and cons (A stock with better aim while moving but with higher recoil for example). Each part has a limit of 3 levels, but the difference is not much in each upgrade.
this is how you make people [I]really[/I] angry
[IMG]http://i.imgur.com/BYout4g.png[/IMG]
happy 2-shotting
so how is pulse effective
Huh, I use a similar set-up albeit with differences. I'm assuming the Doctor's Recommended Dose is a healing pulse gun, though I tend to use a healing laser (Mister Teacup's Creamer) so I can heal from afar. As for the tri-rocket launcher I use fire rather than slug since it deals the extra DoT to guarantee potential kills from beyond the grave.
Speaking of which, we have the tri-barrel, quad-barrel, penta-barrel and hexa-barrel for rocket launchers. However, for some reason we don't have double-barrel augments, which seems a little weird in my opinion.
Also, according to this picture, the devs are considering a Cryo payload that deals with ice, which sounds interesting but I imagine it will cause all sorts of CC-related concerns, namely the frustration of being slowed or frozen and having your capabilities impaired, which is compounded in these particular genres since you usually have a fair amount of control over your dude, thus having that kind of control being taken away is even more frustrating than it is in something like a MOBA or WoW Battlegrounds. (wow that ran on)
[IMG]http://img4.wikia.nocookie.net/__cb20140210160204/loadout/images/6/67/Cyro.png[/IMG]
If they are actually gonna put Cryo payloads into the game, and there is the potential to freeze an enemy solid (as opposed to merely slowing them), they need to have a breakout mechanic so that you can burst out of the ice like a total badass. I imagine that it'd be cool if you can make ice-patches with Cryo for slippery-shoes moments, which as Dark Messiah has proven could potentially be awesome.
[QUOTE=Torterra;43940391]so how is pulse effective[/QUOTE]
Does high damage to shields and can chain to other enemies. IIRC, it may do more damage than slug as well.
Healing beam turrets are the most bastard thing ever, and I love it. They're like a super-long-range Dispenser. Just stick one in a corner of your base in Shattered Jackhammer and whenever an injured teammate comes by, it's an instant heal. Even works on myself.
Oh god, one hand having your movement impede in a game is often even more annoying than being killed outright, but on the other I wouldn't bind being able to slow down the people jumping spastically around my screen.
[QUOTE=Torterra;43940391]so how is pulse effective[/QUOTE]
I use gatling, high capacity mags, tesla and bouncy projectiles to fill my opponents' screens with light in the hopes that they're running an old PC that will choke so I can kill them easily. If that doesn't work then at least they're totally blinded and I can keep peppering them.
Pulse is really good with the homing laser. Spooling trigger, Gatling barrel, doesn't matter what you put on that sucker; with enough distance it becomes super-accurate if you can keep it stable through the recoil. It's even better if you use Slow Pulse ammo due to the damage boost while the slower projectiles mean less distance needed to pull your spread back in towards the crosshair, plus they'll more easily follow your laser if you're tracking a moving target. Turrets equipped with guns like that become [i]beasts.[/i]
Seriously, though: the turret is super-versatile. I think I may make that change from frag grenades a permanent thing.
[QUOTE=BloodFox1222;43940428]Does high damage to shields and can chain to other enemies. IIRC, it may do more damage than slug as well.[/QUOTE]
You're thinking of Tesla ammo; he's talking about the pulse chassis. And for the record, Tesla does less damage than Slug.
[QUOTE=Mingebox;43940585]Oh god, one hand having your movement impede in a game is often even more annoying than being killed outright, but on the other I wouldn't bind being able to slow down the people jumping spastically around my screen.[/QUOTE]
That's the nature of CC, it's a double-edged sword, with stunning people being fun and being stunned being simultaneously boring and frustrating because you can't do anything when you're stunned. That is why breakout mechanics are so important for games with CC, so that if you're on the receiving end you can at least reduce the amount of time you are impaired.
Hell, apparently Loadout already has a bit of breakout in the form of reducing your "on-fire time" by rolling. Regardless, hopefully Cryo won't go as far as just flat-out freezing you solid, although I would not say no to something like "body freezes if you die because of Cryo damage" like TF2's Spy-cicle or Australium weapons, since that would still be cool. Ideally, the effects of Cryo would be limited to slows, ice barriers and slippery surfaces.
But regardless, CC is almost always a love-hate relationship. Love to land a stun, hate to get a stun landed on you. It's a matter of "do I wanna be able to CC people, even if other people can CC me?", a tricky aspect of combat development.
Pulse is only good for a narrow scatter shotgun imo... What pulse does the rifle does infinitely better (besides hip-firing) but takes more skill.
The rifle chassis just seems kinda useless to me. It's pretty much the only chassis I've barely spent any Blutes on as of yet.
[QUOTE=ironman17;43940771]That's the nature of CC, it's a double-edged sword, with stunning people being fun and being stunned being simultaneously boring and frustrating because you can't do anything when you're stunned. That is why breakout mechanics are so important for games with CC, so that if you're on the receiving end you can at least reduce the amount of time you are impaired.
Hell, apparently Loadout already has a bit of breakout in the form of reducing your "on-fire time" by rolling. Regardless, hopefully Cryo won't go as far as just flat-out freezing you solid, although I would not say no to something like "body freezes if you die because of Cryo damage" like TF2's Spy-cicle or Australium weapons, since that would still be cool. Ideally, the effects of Cryo would be limited to slows, ice barriers and slippery surfaces.
But regardless, CC is almost always a love-hate relationship. Love to land a stun, hate to get a stun landed on you. It's a matter of "do I wanna be able to CC people, even if other people can CC me?", a tricky aspect of combat development.[/QUOTE]
I would love to have Cryo work melee in in some way, even if it's just smashing frozen corpses to bloody ice-chunks with melee
I love how effective melee is in this game. Managing to whack someone who is jumping around and spraying you three times in a row is incredibly satisfying.
[QUOTE=VinLAURiA;43941018]The rifle chassis just seems kinda useless to me. It's pretty much the only chassis I've barely spent any Blutes on as of yet.[/QUOTE]
[I]what[/I]
[QUOTE=SamPerson123;43941380]I love how effective melee is in this game. Managing to whack someone who is jumping around and spraying you three times in a row is incredibly satisfying.[/QUOTE]
My own personal playstyle revolves around melee. It's just too fun whacking big tough guys with hulking muscles and giant guns to death. I don't use any "real" weapons (rocket launcher, sniper rifle, etc.), but rather just a heal and juice gun and some grenades. Think of a Medic from TF2 with both the default Medi-Gun and the Quick-Fix, but with only his bonesaw to defend himself with. That's basically how I play Loadout. Whenever I'm not healing or buffing my teammates, either because they're all way too far away from me or they're all dead, I'm usually punching the shit out of my enemies. Somehow, I still usually get the most kills. I don't even know how I do that, but I do. :v:
tl;dr: I heal and buff teammates and melee bad guys when my teammates are dead, and it works.
Beams need to be nerfed so they can't go through the whole damned map
[img]http://i.imgur.com/RiKt2Hq.png[/img]
This is my favorite weapon combo.
Fucks shit up real good.
[QUOTE=LuchaHoovy;43941929]My own personal playstyle revolves around melee. It's just too fun whacking big tough guys with hulking muscles and giant guns to death. I don't use any "real" weapons (rocket launcher, sniper rifle, etc.), but rather just a heal and juice gun and some grenades. Think of a Medic from TF2 with both the default Medi-Gun and the Quick-Fix, but with only his bonesaw to defend himself with. That's basically how I play Loadout. Whenever I'm not healing or buffing my teammates, either because they're all way too far away from me or they're all dead, I'm usually punching the shit out of my enemies. Somehow, I still usually get the most kills. I don't even know how I do that, but I do. :v:
tl;dr: I heal and buff teammates and melee bad guys when my teammates are dead, and it works.[/QUOTE]
i think a great idea would be to take 2 healing guns + juice grenades if you don't mind losing more killing power. im just too much of a pussy to try any of these things out though.
[QUOTE=isoulcalibur;43941522][I]what[/I][/QUOTE]
They just seem kinda redundant. Sure, they're hitscan, but so are beams, plus beams are also 100% accurate, have more gizmos to play with, and automatically "reload" when not in use; the only area they're [i]worse[/i] than rifles in is pure DPS.
And if I want damage, I'll just use pulse weapons. They're even [i]more[/i] powerful than rifles and have a slew of options and gadgets of their own, even if it means giving up hitscan.
So far my killstreak record is 19... against bots, but it's something :v:
[QUOTE=E.C.S;43942496]So far my killstreak record is 19... against bots, but it's something :v:[/QUOTE]
The hardest enemies i ever fought were bots, could hardly even spend a second alive after spawning before a beam shot me from across the entire map. 19 against them is more impressive than against players in my opinion.
[QUOTE=BloodFox1222;43942620]The hardest enemies i ever fought were bots, could hardly even spend a second alive after spawning before a beam shot me from across the entire map. 19 against them is more impressive than against players in my opinion.[/QUOTE]
The only reason bots are hard is because they have aimbot-like aim and normally focus on objectives. But since they can't melee (Except turrets) or use equipment like grenades, pretty much you can easily kill them getting close, shooting them and killing them with a melee.
I have played too much time with bots on TF2 that I find this, not hard but a little difficult due their Tesla bullets.
[QUOTE=VinLAURiA;43942477]They just seem kinda redundant. Sure, they're hitscan, but so are beams, plus beams are also 100% accurate, have more gizmos to play with, and automatically "reload" when not in use; the only area they're [i]worse[/i] than rifles in is pure DPS.
And if I want damage, I'll just use pulse weapons. They're even [i]more[/i] powerful than rifles and have a slew of options and gadgets of their own, even if it means giving up hitscan.[/QUOTE]
Rifles have the highest DPS than any other weapon in the game which is why you see many of the top players take it for the healing + killing power.
Pulse weapons are heavily outgunned by rifles. Like seriously, rifles outgun god damned rockets even.
If you can't use a rifle proficiently without hip-firing you won't be able to compete with many of the players that have put in a decent amount of time in the beta once you're around their skill level. You will be shred to pieces in a matter of 2-3 seconds.
I'll break things down here:
What does a pulse do that a rifle doesn't? Good hip-fire, hardly any learning curve, more options for customization, spamming, sustained damage
What does a rifle do that a pulse doesn't? Shreds targets much faster, faster reloads, better healing, easier to use at distance, no customization needed to be good
Rifle;
Pros: Highest DPS, one of the best healing guns, shreds targets down the fastest at close-mid range, accurate
Cons: Requires above-average track aim, useless at farther ranges unless sniper, not many customization options
Pulse;
Pros: Highly customizable, good sustained damage, best hip-fire, doesn't require much to use effectively, very spammy
Cons: Outgunned by pretty much everything, useless at long ranges, longer reloads, requires leading which can make this gun useless against players with unpredictable movement
Other stuff: A vanilla rifle with an aluminum stock is considered to be the best weapon among veterans.
Beams are outclassed by most things in CQB, making them mostly only useful if they are semi sniper beams or if they are used to pick people off at low HP. (This excludes turret use)
They need to make it in the collection game mode that if someone is the collector and isn't picking the blue stuff up, that it should change to another player. Im sick of having games where the collector just runs around killing things instead of playing the objective.
[QUOTE=isoulcalibur;43942922]
Other stuff: A vanilla rifle with an aluminum stock is considered to be the best weapon among veterans.
[/QUOTE]
The aluminium stock doesn't enhanche any stats, it just shows stability* reduction. Are there any hidden benefits?
EDIT
Apparently Aluminium Stock reduces the walking inaccuracy multiplier (that means your crosshair does not spread out as much when you are on the move). Very interesting
[QUOTE=mcattack1092;43943911]They need to make it in the collection game mode that if someone is the collector and isn't picking the blue stuff up, that it should change to another player. Im sick of having games where the collector just runs around killing things instead of playing the objective.[/QUOTE]
I think they should make the collector glow blue or something, so that the player knows that they are collector or at least that something is different and then they will see they are the collector.
[QUOTE=Frustration96;43944999]I think they should make the collector glow blue or something, so that the player knows that they are collector or at least that something is different and then they will see they are the collector.[/QUOTE]
There's a "SCORE!" marker when you pick up blutonium as the collector.
Why isn't there a "COLLECT!" marker for nearby blutonium when you are the collector, but haven't got any blutonium?
P.S. if anyone wants to add me, I'm Nitronik ingame. Feel free to add me on Steam as well
[QUOTE=LuchaHoovy;43935890][t]http://puu.sh/6XVUa.jpg[/t]
Should I go for it?[/QUOTE]
That reminds me of the main character from the Time Splitters series. I loved that game.
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