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37

Player-Driven Regripping

Under considerationby abovetheclouds · 17 Aug

I noticed that with the most recent patch, canting handguns is either bugged or disabled, and instead plays the regripping animation. which in turn gave me an idea. What if the player was responsible for regripping their weapon after long instances of gunfire? As more bullets are fired WITHOUT regripping, recoil (probably in an exponential way) increases as the operator loses control over their weapon. If the player failed to regrip after X amount of bullets fired, a longer, forced, and more drawn out animation would play as a consequence. This would do a few things: 1. Encourage controlled shooting over spraying and praying (especially over long ranges) 2. Add more player interaction and further immerse the player. 3. Allow players to feel more control and responsibility when a regrip is forced, rather than being simply frustrated when a regrip is triggered at a terrible time. I'll put this at the bottom of all my suggestions: ping me or shoot me a dm for any additions/clarifications you have! :)

3 comments

  • Smooth Operator25 Aug

    Do you mean like a keybind to regrip the weapon? That would go a bit too far, I think.

  • erik28 Aug

    i really like this. this would be cool, but i think it would be one of those features you can turn on and off, so if you really dont like it you can turn it to doing it automatically

  • LuvPeaches03 Sept

    So true, not just regripping, wiping cam also frustrates me at the wrong timing. I think this could change to wipe off dirt or blood from the lens, which will get dirtier with player running, raining or killing a foe up close. This would increase immersion so much more without punishing player by random chance.