A small suggestion regarding reload cancelling


(battyJubilee) #1

Somewhat recently a patch released what SD terms “Reload cancels reload”, which is effectively another way of cancelling reload by pressing “R”. After trying it for a bit I noticed that while it is certainly faster than weapon switching to cancel reload, it is still slower than sprint to cancel by about ~0.2 seconds (Tested using M4A1). While not incredibly significant, a 0.2 second increase in reload time is definitely noticeable. The reason for this delay is that sprint cancelling is effectively instantaneous - the moment your clip refills, sprint cancelling allows you to immediately begin shooting. With the new option, there is a raise/lower animation added, which introduces this 0.2 second delay.

This results in a noticeable trade-off for the perk double time. Do you want a 0.2s faster reload, or would you prefer the ability to sprint at the cost of slower reload (cancelling)? Changing the mechanic to instant shooting after clip refill will make double-time loadouts more viable. We really shouldn’t be seeing players deliberately choosing iron loadout cards to avoid this perk.


(Naonna) #2

When those 0.2 seconds help you get an ace in a pub or competitive, notify me.
I look forward to the video.


(Ardez1) #3

[quote=“Naonna;198867”]When those 0.2 seconds help you get an ace in a pub or competitive, notify me.
I look forward to the video.[/quote]

Honestly, I agree. This is getting a bit silly imo, but I will answer you seriously.

How did you test this? How many times did you test this? Will you share your results and evidence with us? What impact do you expect a 0.2 second delay to have and can you show us example of when that .2 seconds would have made a difference in a meaningful way?

I’m not trying to be sarcastic or anything like that. There was an uproar from a vocal minority about this and that is why that reload cancels reload change was added. You are requesting additional dev time to makes changes to something that has already been tweaked twice. This is the first real complaint I have seen about reload cancel reload since it was added to the game. I want to see unequivocal proof that the effort would be worth the gain and that your statement of 0.2 seconds delay is the truth.


(bushyg) #4

Just give us an option to turn off double time, it’s so easy.


(TheStrangerous) #5

The simplest way fix reload cancelling, would be binding that option to M1, while weapon’s reloading. In other games you could cancel your reload, by pressing M1.


(Jostabeere) #6

I am surprised about your inhuman reactions that you notice 0.2 second differences everytime.
[spoiler]Besides that I still hold my point: In my Opinion Double Time itself is much, much better than reload cancelling if I had to choose between those two. I give up half a second for the ability to move much faster when reloading. Not everyone thinks like me, but yea. For me, Double Time is better than that mechanic and the best perk in the game. [/spoiler]

Objectively spoken: You are free to use a different loadout. That’s why we have 9(10) per merc, don’t we? Besides that I doubt it is “so easy” for the devs to do that.


(yesser) #7

better play with an iron card like this and double time could b e really useful especially with shotguns (more lickely aura) you sprint flee and reload with aura high speed most of the merc wouldnt catch you then you just turn to him and continue shooting


(Dawnlazy) #8

It’s actually very noticeable, just look at the weapon and see that you have to go through the whole animation of drawing it again as if you were weapon switching. Or just try clicking immediately after tapping reload for the second time, the gun won’t fire until the animation is complete.


(Szakalot) #9

I think the devs are aware of this and it will be addressed.


(Ardez1) #10

That’d be good if they are already looking at it.


(frostyvampire) #11

I don’t even use sprint to cancel reload. I never did because it did nothing but unwanted reload cancel all the time. But I do use the reload cancels reload (even though I think both of those options need to be removed at least in competitive so you actually have to think before reloading)

These 0.2 seconds don’t do any difference. But adding the 0.2s delay to sprint cancels reload would be nice and prolly better than removing the delay from reload cancels reload