Poll: Enough with this 2-weapon limit bullcrap

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kebab4you

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Jan 3, 2010
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Ponce Master-General said:
And while we're talking about gameplay mechanics that need to drink some lead based paint and retard themselves out of existance, DEATH TO REGENERATING HEALTH!!!!!!!!!!
This, if not in all FPS games at least in mutliplayer! Also bring back some way to tell how much HP I got...

dogstile said:
Shockolate said:
Boo hoo, you want all your weapons with you so you don't have to make any decisions.
This. This right here. Does it even matter? Pick one you like and one that'll save your ass if you need to use it.

Or, you could, I don't know, buy a different game. Christ, I was originally buying duke because I liked the special edition. Now i'm doing it out of SPITE.
Like someone said in the duke nukem thread, carrying two weapons won't create inspiring combat, you will just pick Weapon A and B that work for all situations instead of C that only works in some.
 

Cabamacadaf

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Mar 17, 2009
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It works for some games, like Halo and Call of Duty, but for games like Duke Nukem it's just wrong to have a two weapon limit.
 

Raddra

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Jan 5, 2010
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Death Prophet said:
Raddra said:
Honestly, I like to keep things realistic, but you can carry more than just a single long weapon and sidearm.
Then go play a sim. GFTO with this 2 weapon garbage in shoot'em up shooters, I myself was also dissappointed with the Duke Nukem demo in that I could only carry two weapons. WTF happended to the massive inventory of kickass weapons? I hear this whiny crap about realism, yet I never see the people whining about it playing simulators.....HYPOCRISY much? I have to say I totally agree with the OP and say FUCK OFF halo clones go die.
You do realize I was agreeing with the 'away with the limitation' thing right?
 
Apr 5, 2008
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Absolutely agree to this! The whole 2 gun thing is really frustrating. Yes yes realism, "noone could carry all that" FFS, I'm a supersoldier in a nanosuit shooting aliens and giant robots, it doesn't get more fictional! If I wanted realism, I'd play "Waiting for 20 minutes at the bus stop" or "My reception is really bad, let me more near the window".

How much more fun would Bulletstorm have been had we the ability to switch to different weapoons on the battlefield? It is fun to go between long, med and short range action with the cool tools of the trade. We have the 10 number keys, put them back to their intended purpose and two weapon limit be damned!

Saying that, I kinda liked Dead Space 1/2's way of doing things. 4 guns at least gives more tactical options, as well as the ability to have a favourite and not totally gimp yourself if it's not necessarily the best weapon. Resident Evil 4 style was also an interesting one (Chicago Typewriter, Broken Butterfly and Infinite Launcher barely fit!).

The only time I suppose it's excusable is in a Rainbow 6/L4D2 style coop/squad based shooter where everyone has a specific role, or where it's the overall team loadout, cooperation and skill that makes the challenge. But in non squad based or coop MP FPS, NO!

Our devs, hallowed be thy guns. Give us back our daily shotguns and assault rifles, return to us our dual pistols, our sniper and our rocket launcher. Forgive us our flak cannons as we instagib those who use their miniguns against us and lead us not into cover-based and regenerating health temptation. Amen.
 

Duskflamer

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Nov 8, 2009
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It's one of many displays of the recent fetish for FPS games to be ultra realistic. Slow movement speed (with perhaps a limited dash), gritty, grey and brown textures, and "realistically" only carrying 2 weapons around.

And you know, this is fine if you're trying to make an ultra realistic shooter. Games back in the day weren't meant to be so realistic because the visual detail needed for that was impossible. As such, they had no issue letting you carry every weapon on the game. And it fit those types of games well, Duke Nukem being one of those games. DNF following the two weapon limit just cements it as a realistic FPS, which is the opposite of what previous Duke Nukem games were.

fun fact: the whole "regenerating health" mechanic also seems to be a staple of realistic games despite being far less realistic than a health bar.
 

Therumancer

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Nov 28, 2007
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I think the idea is to increase replay value without having to do a lot more design work.
The weapon limit means people replaying the game with other weapon combos to see if they can make them work. The old "okay, so could I beat that room with these other weapons that didn't seem optimal for me instead?" schtick.

I don't care for it myself, but I can see why they do it.

Of course then again I'm not a big shooter player, and most ones that I do play seem to give you four weapons.
 

Azaraxzealot

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Dec 1, 2009
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TimeLord said:
Copy paste from my post in the DNF thread.


"What? Seriously? There have been hundreds of games on PS2 where you can carry more than two weapons. Off the top of my head I pull Red Faction 1+2, where you could carry as many weapons as you could find on the level at one time.

Hell! RF1 eventually let you carry every single weapon in the game because it was an awesome game and didn't have defined levels and so let you keep all your weapons and ammo so you reached the point where you were running through a space station on a time limit to get to the escape pods before it exploded and you had to take out enemies along the way by switching from anything to the Control Baton to a Fusion Rocket Lancher to a RailGun to 8/9 different other weapons at any time.

And as for the mighty boot/Bulletstorm type thing?

Bullshit Gearbox. Bullshit.
Now I'm annoyed and am going to play a proper old school FPS because the one game I thought could break from power armoured slow ass space marines with 2 weapons has crashed and burned at my feet."
don't forget unreal tournament 3, which let you carry every weapon in the game if you wanted
 

Giantpanda602

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Oct 16, 2010
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I think it should be based off either a weight or a spacial system (or both). Obviously, you can't carry several rocket launchers. They're too heavy and they weigh to much. You can, however, carry around 3 pistols and a rifle.

In games like Duke Nukem, screw that. I want to be a badass, dammit!
 

little.09

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Jul 21, 2009
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MoNKeyYy said:
I actually like the system. I hink it makes things harder and more strategic. "Hmm, I know I'm going into a tight spaced area so I better have a shotgun or SMG handy because the sniper I've been using won't be even marginally useful" and that kind of thing. I like how it forces players to adapt their inventory and combat syle to fit different situations and forces them to budget ammo and always have different scenarios in mind.

That said, I also like the other style where you can tank into a room with you're array of super powered weapons and blast the shit out of everything in a display of crazy over the top fun. I just don't think it's fair to call the system bullcrap just because you prefer the other one. I prefer pepsi, but I still enjoy coke.
this although pepsi tastes like dish water
 

The Random One

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May 29, 2008
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Like regenerating ammo, it's something that changes the balance of gameplay, but that devs are doing just because the big 'uns are doing it. Which is horrible.

I don't think it should go forever, because it works well on certain games, mostly those with a realistic/tactical emphasis. Definitively shouldn't be in DNF though.
 

GloatingSwine

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Nov 10, 2007
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You know what, I can't even think of the last time I wanted more than two weapons at a time. Even in games where you can have umpteen squillion of the things you'll always find that there are one or two that work in 90% of situations, and the only time you'll switch away from them is because they're out of ammo.

Duskflamer said:
fun fact: the whole "regenerating health" mechanic also seems to be a staple of realistic games despite being far less realistic than a health bar.
Tell you what, before you make that argument again, walk out in the street and ask the first person you meet to kick you really hard in the balls, then come back and tell us how much your health bar went down.
 

Katana314

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Oct 4, 2007
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Thaius said:
I am sick and tired of people making blanket statements about game mechanics.

I agree, the two-weapon limit does not belong in Duke Nukem. It's a game that would do best to play off its old-school heritage, and if there's a focus on really fun weapons it should not require you to trade a reliable weapon for one that might be fun to use. I agree on that.

But that simply does not translate to "two-weapon limit is bad." I know there were complaints back in the day about how impossible it was for the character to hold 20 different weapons at once. It just doesn't make sense. For the sake of realism (not that the cardinal goal of every shooter should be realism), and also because it makes you really consider your strategy and gameplay style before getting a new weapon, it is not a bad mechanic. It simply belongs in some games and not in others; that does not make it universally bad.

Game design is far too dynamic and artistic to paint any one mechanic as universally, objectively bad. Don't do it, it makes you look whiny.
Thanks for saving my typing fingers.

I'd never bother with more than 2 weapons in CoD: You have your automatic assault rifle or smg, and some long-ranged, specialized gun for occasional use. For Duke Nukem, I think they'd only have the 2-weapon limit so it's simpler for consoles.
 

Addendum_Forthcoming

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Feb 4, 2009
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I don't mind two weapon system ... if only because it forces you to make choices about which weapons to pick up as you approach a specific combat scene.

Though what I'd kinda like to see in more fps is clip counts instead of bullet counts.

Less spray and hope, and more conservation and purposeful shooting ... would add a little more tactics to the situation rather than 'spray everything' mode.
 

Arduras

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Jul 14, 2009
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2 weapons seem very arbitrary, it's not realistic, but hey, we are playing games aren't we?

Being a Military man myself, if you wanted realistic equipment amounts it would be based on heaps of factors including: personal strength, training, weapon weight, are you wearing a backpack, do you have space on your shoulder for a RPG or MLAWS, etc etc.
And there is no way I'd want to simulate my job in a game (even though I do play arma :p)
 

CrustyOatmeal

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Jul 4, 2010
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i like the 2 weapon system because it forces players to think tactically about their weapon load-out. if a player is allowed to carry every single weapon in the game then they have a weapon for every possible fight they can encounter. part of the fun for me is when you go into a fight totally unprepared and somehow still achieving a victory

the only way i can see a game having a system that allows you to carry more than 2 weapons is by having a weight system (fallout) which doesnt force you to choose two but rather to utilize the best load-out you can have while still keeping a little room for salvaged gear to sell

i understand the urge to be able to hold every weapon in the game, why would you want to play a shooter if you only got to use 2 weapons in the game. what i think developers need to do is more evenly distribute the necessity for each weapon they implement throughout their entire game; have an area where you need a rocket launcher and a rifle, a place where a melee weapon and a shotgun are needed, or have an area where its a sniper battle with some CQC...
 

Duskflamer

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Nov 8, 2009
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GloatingSwine said:
Duskflamer said:
fun fact: the whole "regenerating health" mechanic also seems to be a staple of realistic games despite being far less realistic than a health bar.
Tell you what, before you make that argument again, walk out in the street and ask the first person you meet to kick you really hard in the balls, then come back and tell us how much your health bar went down.
A kick to the balls hurts but it's superficial damage. If three bullet wounds in a row is going to kill you, then one bullet wound, then a second 10 minutes later, then a third an hour later, with no medical treatment between them *cough*medkits*cough* is still going to kill you.
 

Xman490

Doctorate in Danger
May 29, 2010
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In Just Cause 2, I have to leave so many shotguns on the ground since I stuck with the assault rifle and can't have two big weapons. Then I get a dropped rocket launcher and have to buy another assault rifle.
It's a good thing Ni-, I mean Rico, gets $100000s from missions.
 

Clive Howlitzer

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Jan 27, 2011
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I preferred being able to carry 100s of weapons myself. Although in multiplayer, I actually really miss starting with a simple weapon and having to run around and get weapon pick ups. Thats what I miss more.