Neither. Reload cancelations make no sense. If you are developing a game and want reloads to be shorter, shorten them. Don’t allow an exploit that allows players to skip part of a reload animation.
Can we get a double time fix with the 2nd edition cards coming ?
One of the longest and the biggest FPS right now has the exact same system of reload canceling. And it’s done in the exact same manner of switching weapons.
If you’re having issues with reload canceling by weapon switching just go play CS (any version) for a while and you’ll pick it up fast.
I would not mind a change in reload cancelling. Either completely disable it, or as said[quote=“2iko;178116”]Why is reload canceling still a thing?
SD just needs to make the reload animations the same length as the actual reload time already.[/quote]
Reload cancelling is part of the game skill ceiling. Just like aiming.[/quote]
Reload cancelling is part of the game skill ceiling. Just like aiming.[/quote]
It’s an exploit. Always has been. If you want to make it a skillful game mechanic do active reloads like Gears of War.
@hypnotoad you don’t need to change weapon though, the second you tap that secondary weapon button or knife button it cancels the reload, then you can go back to primary. You can do this all in the blink of an eye - It doesn’t take any longer than the old way at all, or if there is a difference it’s negligible.
@Dox The thing is, alot of people now already played a long time with shift cancel and muscle memory isn’t something you want to relearn just because there’s 1 augment on 1 card. Giving us the choice to disable the augment wouldn’t harm anybody just as the option to remove sprint cancelling (it’s in the menu and basically made the old DT into the new DT) didn’t harm anyone in the past and as long as SD doesn’t remove sprint to cancel reloads, there will be people who are using this method and getting a negative effect from an augment, which is the only one that behaves like that. Every other augment is a straight up buff to something, if you want that effect or not. Having Cool is always better than not having Cool, but having DT isn’t always better than not having DT at the moment. It may not apply to you, but it applies to others and before I relearn 800 hours of muscle memory, I’ll go and buy Reflex.
Well I like it the way it is and so do many others, and it’s the only way I’ve known it, because I wasn’t playing before it was changed. So if they changed it now I’d be pretty annoyed. I often reload then sprint, sprint then reload, whatever combination works at the time.
If they were to change it I’d prefer them to just add a “reload cancel” button or something, because going back to the old way will annoy just as many people. People who have only started playing the game after it was changed know no different either, so the muscle memory thing swings both ways. The old method makes less sense to me, and sounds even less practical, so I dunno. Adding a dedicated cancellation button seems like the best idea to me.
Like I said, we don’t want to revert the the whole augment, just an toggleable option to either disable it or make it work like the old augment did. I know at least 10 people who hate DT with a passion now and try to avoid it at all costs because it breaks their gameflow.
Reload cancelling is part of the game skill ceiling. Just like aiming.[/quote]
Reload cancelling is part of the game skill ceiling. Just like aiming.[/quote]
It’s an exploit. Always has been. If you want to make it a skillful game mechanic do active reloads like Gears of War.[/quote]
An exploit? Are you stupid? There is literally a setting under the options specifically for using sprint to cancel reloads.
[quote=“BananaSlug;178361”]hmmm… i wonder why all good players dont have any problem…
wierd huh?[/quote]
If you look at the DBN streams, it’s because they mostly avoid cards with Double Time.
[quote=“BananaSlug;178361”]hmmm… i wonder why all good players dont have any problem…
wierd huh?[/quote]
Because none of us use Double Time funnily enough.
[quote=“BananaSlug;178361”]hmmm… i wonder why all bad players dont have any problem…
wierd huh?[/quote]
Corrected.
[quote=“BananaSlug;178361”]hmmm… i wonder why all good players dont have any problem…
wierd huh?[/quote]
and what good players exactly reacted on this thread then?
Reload cancelling is part of the game skill ceiling. Just like aiming.[/quote]
Reload cancelling is part of the game skill ceiling. Just like aiming.[/quote]
It’s an exploit. Always has been. If you want to make it a skillful game mechanic do active reloads like Gears of War.[/quote]
An exploit? Are you stupid? There is literally a setting under the options specifically for using sprint to cancel reloads.[/quote]
To cancel the animation so that you are not stuck standing there through an animation when an enemy comes around the corner and you’re holding the sprint button trying to run away. THAT is what it is there for, NOT to make your reload faster by exploiting the game.
???[/quote]
That I believe was a misunderstanding. I think he though what was considered a “bug” was tactical reloading (though, it is not in this game). Tactical reloading is when you reload your weapon before the magazine is empty, thus not requiring you to chamber a new round since one was already in the chamber from the previous mag, thus allowing you to “skip” part of the animation.
Using quick switching or whatever to give you a shorter reload makes no sense as a design choice to me. It’s such an unintuitive idea that you can make your reload time shorter by switching weapons. If you as a developer want to have shorter reloads in the game, then either make them shorter to begin with OR have an active reload mechanic like in Gears of War. Look at CS GO. In previous Counter Strike titles you can quick switch to get a faster reload, but you cant in CS GO.
???[/quote]
That I believe was a misunderstanding. I think he though what was considered a “bug” was tactical reloading (though, it is not in this game). Tactical reloading is when you reload your weapon before the magazine is empty, thus not requiring you to chamber a new round since one was already in the chamber from the previous mag, thus allowing you to “skip” part of the animation.[/quote]