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PD Infinite Ammo - not for Remote Mines in Chicago

 
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Were you aware of this?
Yes
25%
 25%  [ 2 ]
No
75%
 75%  [ 6 ]
Total Votes : 8

SubDrag
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 PostPosted: Mon Jun 11, 2012 8:59 pm    Post subject: PD Infinite Ammo - not for Remote Mines in Chicago Reply with quote Back to top

I can't believe I never knew this, but I was reverse engineering code and realized that in Chicago, the remote mine does not get infinite ammo. You get 0 to start and it never refills...
 
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Wreck
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 PostPosted: Mon Jun 11, 2012 9:13 pm    Post subject: Reply with quote Back to top

This is somewhere in the back of my mind, but guess I didn't really realize that it happens. There could be a few reasons for this...

a) to prevent players from completing the objective (where you need to plant a mine to make an escape route) prior to collecting the briefcase with your gear in it.

b) to force players to use accuracy to plant the mine, and not get a second chance after misplacing it.

c) to make sure the player can't plant a mine on both blocked up doorways, thus giving them two escape routes in the following mission.

When you think about it, option c is probably the best bet.
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SubDrag
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 PostPosted: Mon Jun 11, 2012 9:45 pm    Post subject: Reply with quote Back to top

This also makes you have no infinite ammo for Timed Mines in Air Force One.
 
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Winter's Assassin
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 PostPosted: Tue Jun 12, 2012 12:02 am    Post subject: Reply with quote Back to top

I noticed this as well, early on when I was messing around with clip codes. It also only assigns 4 bullets to the psychosis gun, and such limits are also placed on tracer bugs and the like.

What's strange about it is if you do hack them to have infinite ammo, the objectives become in-completable I think the objectives being complete are somehow reliant on the Mines being depleted, as well as put in the right place. Quite different than Goldeneye with its infinite plastiques and Tracer bugs...
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Simdrew1993
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 PostPosted: Tue Jun 12, 2012 5:15 am    Post subject: Reply with quote Back to top

I'm aware of this, I always found it odd but there's a lot of mind boggling things in PD, I always got just a bit annoyed thinking why don't I have any more mines. But Rare probably had to do this because they didn't create a workaround, so it was probably the easiest way and would save them work. Don't get me wrong though, I love Rare, and I think Perfect Dark is Perfect.

And as for the Psychosis Gun, they probably made it only have 4 bullets due to extensive lag on the N64.
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PaRaDoX
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 PostPosted: Wed Jun 13, 2012 10:23 am    Post subject: Reply with quote Back to top

Winter's Assassin wrote:
I noticed this as well, early on when I was messing around with clip codes. It also only assigns 4 bullets to the psychosis gun, and such limits are also placed on tracer bugs and the like.

What's strange about it is if you do hack them to have infinite ammo, the objectives become in-completable I think the objectives being complete are somehow reliant on the Mines being depleted, as well as put in the right place. Quite different than Goldeneye with its infinite plastiques and Tracer bugs...


Same goes for the target amplifiers in Skedar Ruins.
 
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gold30001
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 PostPosted: Sat Jun 16, 2012 3:06 pm    Post subject: Reply with quote Back to top

that also happens on air force one when you use the time mine
 
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