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You should be managing your ammo accordingly prior to fights, consider increases magazine capacity/weapon capacity, but most importantly, guns are a last resort. Missing means a loss of resources, most enemies (on normal) take 10+ shots from the pistol. This is of course you luck out and get a crit.
Reload cancelling is a staple of FPS games, not these RPG-FPS hybrids, especially when there is a bigger focus on the RPG side of things.
TL;DR
1. Only fight something if you absolutely have to.
2. Upgrade weapons accordingly.
He asked how to fixed the problem, not how to live with it. But you have gone a step further and started making excuses for a poor design decision. Not only reloads need to be always cancellable BUT, most importantly, there should never be hardcoded auto-reload in RPG. You will learn to manage your bullets as in real-life when you are put in a real-life situation where you have to count your bullets and reload when you see fit or when you stuck pushing trigger without shots being fired.
I'm 90% sure that the reason why it's this way in Prey is because auto-reload is toggled-on by default in CryEngine or that no one in the development even thought that auto-reload can be a bad thing.
Maybe there is a mod for it already ? If only damn gamedata-files wouldn't be packed by default, I would gladly spend some time searching for that damn toggle. But then again, there, probably, are no "empty" sound effects and animations, so it wouldn't work that easily anyway…
Call it what you want, but you know what I have said is true. I have looked previously on google to see if you can cancel reloads but found nothing. No setting to tweak, not mod to install.
Because there is no fix, you must simply look for ways either around the mechanic (just because I mention them does not mean I think they are okay, it is absolutely heinous that in a game with some reloads that can take 4+ seconds unupgraded; are unable to be cancelled).
I personally thought I would skip the nonsense in saying that "oh it's bad game design." You know, I know it, we all know it.
Instead of just criticising what the guy said I was simply providing my personal way to circumnavigate the problem.
Should there be one in the first place? No. Is there? Yes.
You cannot deny the fact that early on they do not want you fighting enemies. They want you to get situated with the resource management first to then understand and have a survivalist style of thinking.
>some unknown law of physics prevents you from dropping a weapon in your hands if you happen to be reloading it
hmm yes very immersive, every time I go to reload a gun in real life I am in fact trapped by an invisible force field that prevents any movement except for the reload I was already performing
then again, there probably aren't any people on the dev team who have handled real firearms considering how wrong the pistol reload is
How about the fact you can't ADS and have 0 accuracy after a certain range?
Out of every RPG-fps hybrids I ever played, no one ever had that mechanic in them.
It's just this one I found.
I know this is late as ♥♥♥♥ but, I have way to much ammo. I don't need to scavenge like a gremlin, I have to much ♥♥♥♥.
So like killing every enemy I see is a net positive for me.
Whatever you do; DO NOT ENGAGE IN ZERO GRAVITY COMBAT WITHOUT POWERS.
I did that and I lost over 80% of my ammunition in 5 encounters. This was near the end of the game.
I don't use powers and still ammo psotivie in zero gravity.
It was... very sucky
Guess I was good shot and dash then.
Since I been in zero gravity and never had such issue, interesting.