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#feedback

Edited by TMoose20: 10/12/2015 12:25:27 AM
57

Let's Improve D Pad Functionality

So here's a novel idea, how about making the d-pad useful? I don't mind the dancing and pointing gestures but I think it would be much more useful while playing if the buttons had a real effect while shooting alien scum. I have two ideas: 1- Let us assign a consumable to each spot, heavy ammo synthesis or ether seeds for example. It's amazing to me how slowly the menu pops up. It's so cumbersome during a fight to get into the menu, switch tabs, then choose your consumable. 2- Make each direction cycle through one of the weapon types. 'UP', for example, could cycle through the primary weapons your character is carrying. The problem I see with this is the different ammo types/clip sizes. It would be terrible if you had two machine guns with a rocket launcher in the middle - 200 bullets to 6 rockets to 6 bullets would make this change useless. I would propose having a standard ammo reserve for each ammo type (200 machine gun bullets which would be usable by any machine gun, and 6 rockets usable by any rocket launcher). Something like that maybe, but I don't know, I'm not a game designer/coder. I know this change would take a lot of time and effort by the dev team, but I do think it would have a positive impact on the game. Hopefully my ramblings make sense to someone out there. Edit: 3- Implement the d-pad switching into the ghost menu. This would be a more "realistic" way of fast switching/using consumables since your ghost materializes stuff for you to use (ie the sparrow). It would be faster than going to the full menu but would keep a delay in weapon swapping. As far as the ammo issue, I think it could be mitigated by having ammo tied to the specific weapon instead of the universal ammo used now. End of edit.

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  • Edited by Svedalrain: 8/1/2015 6:06:19 PM
    This reply is mostly about that ammo (200->6->6) thing: 1) This bit comes from my observations and very early patch notes. I have no sources available to cite. For a weapon 1 with maximum capacity x and current inventory y, and weapon 2 with max cap z, and inventory w after switching to it: For two primary weapons, w=yz/x in all cases. For two specials or two heavies in PvE, w=yz/2x, except when not alive (dead, not yet in game). If not alive, w=yz/x. For two specials or heavies in PvP, w=0, except when not alive. If not alive: w=yz/x. If you need help interpreting this, open the spoiler. I'm highly abstract, so the math works for me, but maybe others don't like it so much. [spoiler]Switching from a primary with inventory of 25 and max of 100 to a primary with 200 max will leave 50 bullets in inventory, but for special weapons under the same ammo circumstances leaves 25 in reserve.[/spoiler] 2) To solve the problem of switching to weapons and loosing ammo, I'd want a "confirm selection" for switching to weapons. Otherwise, w=yz/x2ⁿ for n=number of transitions necessary for PvE special and heavy. That could make switching between a field scout Corrective Measure to an identical one go from 300 rounds to 1 or 2 rounds if they were 9 apart. Some text to warn of potential ammo loss would be nice, as would a basic display of perks unlocked to prevent switching to the wrong of two weapons of the same name, different rolls. 3) I'm not sure about tying ammo to specific weapons. How does the ammo transfer? Can I have a primary without any ammo when switching from one with full ammo? PvP resets ammo every game. How does that work now?

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