Poll: Bioshock Infinite: Two Weapon Restriction

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Tomaius

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Jan 25, 2012
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It works, mainly because you have access and ability to change all your gear or Vigors at one time. The weapon constraints are their to force you to use other options for combat, like using a vigor combination, or abusing the near by Skyline.
 

Frotality

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Oct 25, 2010
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it really doesnt work for an RPG-hybrid where you upgrade your weapons if you can only carry two of them. the moment you put that first upgrade on a weapon it suddenly has priority over anything you find simply because it is now an investment, and players are going to probably never or very rarely experience other weapons because it just isnt economic. i find that weapons like the volley/crank gun and RPG see very little use because im always thinking "well i might need this, but my upgraded sniper can probably handle any heavy hitters and i dont want to lose it, so..." strategically, the weapons are situational, but you are not a fortune teller and dont know whats ahead, so ever weapon swap is a gamble and due to the upgrade system one not in your favor. i loved switching to situational weapons like the flamethrower in bioshock because you rarely got to use them and there was often some interesting quirk to them, but now that i have to choose between "quirky and occasionally useful" and "practical and always useful" a lot of weapons go unused.
unless you find yourself in one of those big fights were you can always pick your main weapon back up after toying around with the RPG or whatever for awhile, its never worth it. terrible design choice IMO.
 

DarkhoIlow

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Dec 31, 2009
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I don't like being restricted to only two weapons, that's such a Halo'esque thing to do.

I wanted to use Shotgun/Hand Cannon/Sniper combo but I couldn't so I had to ditch the Sniper which made the fights more annoying slightly.

The game is still fantastic, but I wish they wouldn't of implemented such a system.
 

Guitarmasterx7

Day Pig
Mar 16, 2009
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Ehh I mean I think its a case of "THEYRE MAKIN OUR GAMES WORSE TO ACCOMODATE PEOPLE USING A CONTROLLER!" PC elitism things. Which is true to some extent, since pressing lb and cycling through weapons until you find the one you want takes a lot more time than knowing exactly what you have in the second slot and pressing "y." That was still a choice and there are ways to get around that issue (they used a pretty convenient menu for the vigors that could have easily been done with weapons.)

Controls aside, I think it has more pros than cons from a game design perspective honestly. Having all your weapons on you all the time sounds more fun but realistically if the player can at any point whip out the BFG9000 and decimate everything without putting up with the burden of storing it in their second weapon slot it's much harder to balance, even with ammo scarcity, because you have no clue where the player is going to use it. If you put rocket launchers in a certain part of the game, a player is going to pick it up and have no reservations about firing off everything in it. To me that's better than having to cautiously hoard ammo and put up with "but i might need it later" syndrome.
 

therandombear

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Sep 28, 2009
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Depends, if the game has a 2 weapon limit and very limited ammo/weapon resources then it is annoying, but I didn't find it to be like that in Infinite for 2 reasons.

1. Elizabeth tosses you ammo pretty often when you need it, or she tosses you salt so you can "spam" more vigors.

2. If you don't find ammo for your current weapon, enemies drop their weapons all the time, so even if you run out of ammo for your shotgun, the enemy might just've dropped an SMG, Crank Gun, or something else which you can use in the meantime.
 

bigfatcarp93

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Mar 26, 2012
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I never mind it. Bioshock doesn't really have enough unique weapons that I really lement not having any. I mean, what am I going to do, lug around the Carbine, Repeater, Machine Gun AND Burstgun?
 

Techno Squidgy

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Nov 23, 2010
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Ishal said:
Frankly I don't understand the hatred of two weapon limit. Is it in CoD and BF3? I don't play those so I don't know.

It seems people always want a challenge and difficult encounters, doesn't having two weapons increase difficulty? I tend to think it does. It adds a sense of urgency to if you really need and RPG and don't have one, maybe you have to improvise. Or, dash across the level and have liz open a tear to the crank gun or a RPG.

I'm fine with it. Though thinking about it, Bioshock had you able to carry around everything, so I guess I can see a reason there. Perhaps two weapon limit is a cheap way of increasing difficulty, or maybe people don't find it difficult to need to switch/find more weapons but find it tedious instead. Different strokes I guess.
Well, yes and no. Both use versions of the standard 2 weapon set-up. 2 weapons (usually main and side arm) plus other grenades, gadgets and gizmos.

Some people just prefer the old school set-up of being able to keep amd use every gun and piece of ammo you pick up.
 

Daniel Mortley

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Mar 30, 2013
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i think i used the sniper rifle non stop since i first found one
some bits i had to change to whatever the enemy had dropped for abit until my ammo reserve was full again i did the whole last 3 hours sniping and rpging everything that came at me

those complaining about the limit dont understand the excitement of having no ammo for the weapons you like to use and having to use what ever so happens to be lying on the floor
the intense panic when i had no sniper ammo and had to grab a shotgun and start taking out foes close range will stay with me even when memories of the ending fade away


in the end 2 guns just makes things more exciting and strategic for me
 

WanderingFool

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Apr 9, 2009
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shinatomaster said:
Are you a fan of this change? Personally I am kinda upset, one of the things I really liked about Bioshock 1 & 2 is that you had all your weapons with you, upgraded over time, each weapon had special meaning and uses that you developed with experience. I would really like to see an option for the full arsenal, especially for the 1999 mode, considering doom, and duke nukem, never had a pansy weapon limit either :D
We ignore DNF shitty two weapon limit, correct?

Anyways, I chose option three, as while I hate two weapon limits in most games, here it was especially annoying. Yet at the same time you really could carry all the weapons with you, as there was quite a few. But than again, most of those extra guns were actually slightly modified versions of the same weapon (the Trip-R/Repeater and China Broom/Heater), which could have been cut in my opinion, or the result of modifying the base weapon.

in short, while I agree it works, it still sucked in comparison to the arsenal the previous Bioshock PC could carry.
 

Hezz

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Dec 17, 2011
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I like it. There's always a replacement weapon or ammo to collect, there are Vigors to use, not to mention you can be highly mobile and use the environment to your advantage (making proper use of skyrails for example), and there is never a time when your weapon is 100% useless for the situation. Yeah, sure, a shotgun at long range is poor, but it can still kill if required, and there's likely a carbine or a sniper rifle or even a pistol somewhere nearby.

Since every weapon is effective in its own way, and there's always vigors to use, and Elizabeth often finds ammo and salts for you, I don't mind the limit. It makes me think more about what guns I should be carrying right now. It also means I have absolutely no problem with picking up and using the powerful weapons like the Crank Gun right away despite limited ammo, since I know I can always replace it with another still effective weapon.

Duke Nukem Forever is a prime example of weapon limits done wrong. I'd be ok with limits in that as well if not for the fact that half the weapons in the game were simply fun gimmicky weapons and weren't really effective at all. Why use the Shrink Ray? It's unreliable, it doesn't kill, and it has very limited ammo. Weapon limits means I can't carry it around and use on occasion just for fun, because its dead weight 90% of the time and I could use a better weapon. Despite requiring explosives for boss fights, it was never good to carry around an RPG or Devestator either, since they had very limited ammo, and boss fights always had these weapons and ammo for them strewn about everywhere. So why carry it when after like 4 shots its dead weight, and I'll be handed it on a silver platter just before a boss fight anyway?

With Infinite, I could kill a Handyman with a pistol, so it doesn't matter as much if I use up all my RPG ammo on a bunch of random soldiers. More room for fun, while also making you think more about your weapons, and getting you to use a larger variety of weapons.
 

V da Mighty Taco

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Apr 9, 2011
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I have yet to play Bioshock: Infinite, but after hearing this maybe I won't want to. I hate 2-weapon systems with a passion as they heavily discourage experimentation and encourage sticking almost entirely to the same two generalised weapons unless it's a boss battle, in which they'll give you ammo for an alternative for only as long as the boss battle lasts then it's back to the same two generalised weapons again. Adding an upgrade system to the guns while keeping the 2-weapon limit would only make things worse.
 

Jiefu

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May 24, 2010
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The weapon limit really sucked and I kept running out of ammo. It sucked.
 

Extra-Ordinary

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Mar 17, 2010
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I like it.
Don't really have a good reason I just like it.
Give me the whole arsenal, give me just two weapons, I'm fine either way.
 

Austin Manning

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Apr 10, 2012
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Capitano Segnaposto said:
Hm, don't really care much to be honest. I always found the small weapon limits to require you to think of what you need to carry for the possible situation ahead. Then again, I may be the only one who thinks that much about a damned shooter, but oh well.
Both options have their own tactical merits. Personally I prefer multiple weapons as they require you to manage multiple ammo types while allowing you to decide which weapon and approach is best for your current situation, instead of leaving a rocket launcher or sniper rifle on the ground with a big neon sign saying "Use this for the next section!"
 

Hezz

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Dec 17, 2011
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V da Mighty Taco said:
I have yet to play Bioshock: Infinite, but after hearing this maybe I won't want to. I hate 2-weapon systems with a passion as they heavily discourage experimentation and encourage sticking almost entirely to the same two generalised weapons unless it's a boss battle, in which they'll give you ammo for an alternative for only as long as the boss battle lasts then it's back to the same two generalised weapons again. Adding an upgrade system to the guns while keeping the 2-weapon limit would only make things worse.
It's not that bad in this game. While I do use the machine gun, carbine and sniper rifle more than other weapons, that's just my style. I've still been forced to use other weapons due to a lack of ammo, or simply put because there's a powerful weapon that isn't necessary but still useful. The Crank Gun, for example, is essentially a highly accurate minigun. You usually only get these when you kill a Patriot, a strong and durable mechanical soldier, and you typically only get ~200 bullets for it, which goes very fast, but does a lot of damage. I've also used shotguns, RPGs, volley guns, pistols etc to great effect.

As for the weapon upgrade system, they're pretty cheap, and they're mostly only minor bonuses.
 

Gage Kent

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Apr 1, 2013
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Wa wa wa wa wa. What a bunch of cry babies. The two weapon limit was the best thing to happen to Bioshock. The limit is more realistic and more challenging and more fluid. Sure, a city in the sky isn't completely realistic. Sure, shooting fireballs from your hands isn't completely realistic. But we are talking about magical realism here, where the whole point is to treat these fantastical elements realistically. Bioshock 1 and 2 were too easy because you had 5+ weapons at your disposal. You always had the right weapon for the job. In Infinite, you aren't always going to have the right weapon for a job, which keeps you on your toes and forces you to be smarter with your vigors.

However, all of that being said, I would have liked to have had 3 weapon slots... no more no less. I think 3 is realistic but still suitable.
 

TheYellowCellPhone

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Sep 26, 2009
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It works, it certainly works, but it isn't that fun, and it isn't that Bioshock-y. You pretty much rock the same two weapons the entire game, which wasn't what the original was about, the original was more about using upgrades for your favorites and then using the rest for good situations.

If they did three or four weapons at once, I wouldn't mind as much. The entire game for was pretty much grounded to swapping one weapon because I had to stay true to the Handcannon.
 

Adam Jensen_v1legacy

I never asked for this
Sep 8, 2011
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I didn't really mind it the first time around. But the limitation is severely limiting the replay value. And the fact that there is no real New Game+ mod with transferred upgrades is another minus.
 

Legion

Were it so easy
Oct 2, 2008
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I don't really like it myself, but it doesn't ruin the game for me. It is just quite irritating when you are forced to pick up a new gun purely due to running out of ammunition with the current one. As there is no guarantee you will find another copy of that weapon any time soon.

This is especially common once the Vox weapons start appearing. I had my pistol and machine gun upgraded but couldn't find one anywhere for ages.

Personally I'd say the lack of interesting weapon mods was more disappointing.
 

SuperSamio64

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Nov 4, 2010
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wooty said:
One thing I'm not happy about is these damn George Washington Terminators. Now THEY are a pain in the arse.
I dunno how far you are into the game, but once you get Return to Sender, you can literally stand in front of them, catch a fuckton of crank-gun bullets, and send them straight back. It's pretty funny.