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  1. #11
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    Feb 2012
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    Re: Five loadouts is not nearly enough

    Quote Originally Posted by SuicideMouse View Post
    I only play alone and on TDM and 3 out of 5 games there will be constant abuse of one certain loadout.
    Agreed.

    I'm all for more loadouts
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  2. #12
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    Re: Five loadouts is not nearly enough

    More loadouts would be AWESOME!

    I need more. :P

    A general loadout is nice, but I work with a long range loadout, a short range loadout, a medic loadout, a more dedicated harm giver/objective match loadout, and one dedicated towards anti-air.

    Frankly I could use a more explosive one ontop of that to mess with people camping under heavy cover, a denser support class, and other stuff.

    I like adapting since the game calls for it.
    Targeting goggles = Spot'em and Blot'em!
    Spread the word! Stop running from motivators!! Motivators heal, and raise defense!
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  3. #13
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    Feb 2012
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    2,100

    Re: Five loadouts is not nearly enough

    Quote Originally Posted by SuicideMouse View Post
    From your other posts I assume you play with teams and parties, probably on objective modes.
    I might be extremely unlucky and be the only one with this scenario, but I only play alone and on TDM and 3 out of 5 games there will be constant abuse of one certain loadout. Can you see yourself taking out tanked mighties on gliders with a bow that takes 3 seconds to shoot?! Neither can I. That's why I change. My main loadout is made for fun, not effectiveness. Using the bow with the hit detection problems is a nightmare lately, but I enjoy it over easy weapons like the Gatekeeper. The other ones are made for especific functions. My point is, the only reason I even use other loadouts other than my main is because I constantly get on games filled with one single type of build where I'm forced to counter.
    Actually, I play TDM because until the patch comes out, I don't like how things go in objective games once a few people drop out. Also, I usually only play with one or two other people at a time. I get bored on full teams, both because too many opponents drop out and the competition is nil against randoms.

    That said, I guess I can feel your pain a bit. Running all-solo, all-day would get frustrating against some of the team tactics I have come up against and even been part of.

    As for a favorite loadout, I only have a "current" favorite, as I really like changing gadgets and body types. Still, whatever build I am trying, whether it be a new weapon or whatever, I usually build in some defenses and/or contingencies to whatever metagame I am seeing out there. I have a completely stupid build I bust out when the game is waaay imbalanced to my team's favor, or I just feel like being stupid, but other than that I try to make my loadouts competitive.

    All that said, I still hope we eventually get more loadouts because they are fun and I have no problem with people who play differently than me having those options.

  4. #14
    Join Date
    Feb 2012
    Posts
    154

    Re: Five loadouts is not nearly enough

    Why can't they add another loadout for every 2 promotions, like other games? I think that makes complete sense. They could even overwrite the default loadouts on the play screen if they had to. I have to agree that I need more than 5. I would prefer 10, but I definitely need 6.
    Considering the server is made of chicken wire and bubblegum, I am not surprised...

  5. #15
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    Feb 2012
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    784

    Re: Five loadouts is not nearly enough

    I think 8 would be perfect. Right now, 5 is not enough to really have the ability to counter what youre going against and to have offensive ones you might want to switch up.

  6. #16
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    Jan 2012
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    Re: Five loadouts is not nearly enough

    Quote Originally Posted by ComradeLewis View Post
    Why can't they add another loadout for every 2 promotions, like other games? I think that makes complete sense. They could even overwrite the default loadouts on the play screen if they had to. I have to agree that I need more than 5. I would prefer 10, but I definitely need 6.
    A loadout every 2 promotions? I don't play that much! o.o I'm not even promoted once! lol Seems a bit extreme for an extra loadout.

    Maybe a loadout every 10 levels? It's decently spaced, and by the time promotion rolls around you'll have 9 loadouts.

    The game's loadouts needs to grow more with the growing needs, and arsenal.
    Targeting goggles = Spot'em and Blot'em!
    Spread the word! Stop running from motivators!! Motivators heal, and raise defense!
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  7. #17
    Join Date
    Feb 2012
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    373

    Re: Five loadouts is not nearly enough

    I've always assumed the 5 loadout limit was done deliberately.

    Don't get me wrong, I'd love to have more. However, I think that if you were able to make a class to counter everything, it would take a bit away from the game.

    As of now, you have to make a choice on how to build your classes because you only get 5. If you could have more, they would essentially build themselves. Where's the fun in that?

  8. #18
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    Jan 2012
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    A serious house on a serious earth
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    755

    Re: Five loadouts is not nearly enough

    Quote Originally Posted by Bredfan View Post
    I've always assumed the 5 loadout limit was done deliberately.

    Don't get me wrong, I'd love to have more. However, I think that if you were able to make a class to counter everything, it would take a bit away from the game.

    As of now, you have to make a choice on how to build your classes because you only get 5. If you could have more, they would essentially build themselves. Where's the fun in that?
    Not really. No matter what your loadouts are, you can't counter skill. You'll always need to play smart against good players and this will never change, they will always be good.
    There's 19 weapons and adding by the DLCs to come. There's 7 gadgets, 12 support items, most weapons have at least 5 mods, 15 mods, 15 Psych Profiles, 5 body types. That's not even counting the possibility they add more faces and voices to characters.
    Even with the highest number suggested at this thread (10 loadouts) there would still have inumerous options and combinations.
    Plus, I like experimenting alot, I like to have fun loadouts so I can just try stuff, goof around, play lightly, which I can't now because the countering loadouts takes 3 of my capacity.
    I'm a dog chasing cars. I wouldn't know what to do with one if I caught it

  9. #19
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    Feb 2012
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    NY
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    422

    Re: Five loadouts is not nearly enough

    I would definitely like to see more than 5 load outs, I actually thought there were going to be more custom classes available because its so condensed on the side there with tons of space for more.
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  10. #20
    Join Date
    Feb 2012
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    66

    Re: Five loadouts is not nearly enough

    Quote Originally Posted by DDE_Max_Sterling View Post
    I generally use only one loadout per game, but I guess if you guys need it...
    I feel the same way.

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