Has Double Time become the worst augment in the game ?


(Saiph) #1

You can reload while sprinting, sure, but you can’t cancel the animations with sprint anymore, which is a huge drawback. The ability to cancel reload is, imo, far better than the ability to reload while sprinting. That makes Double time potentially the only “negative” augment in the game.

It was definitely a good augment until SD “fixed” it. Before, you could cancel reload with sprint and the mag would still replenish.

There are a lot of useless augments like Cool and Pineapple juggler, but only Double time is bad enough to make me wish it wasn’t present at all on the card, like on Aura BL41.

For some loadouts like Fletcher A31, you can find the equivalent loadout without double time. For that loadout especially, I consider the iron card to be better than the bronze equivalent.

You can still cancel the animations with other tricks (switching weapons very fast), but it is not convenient and a bit retarded if you ask me… Why would an augment force you to do something so complicated ? I don’t think that’s how the devs imagined it at all.

tl;dr: please make double time as it was before.


(Matuno) #2

Switch to secondary and back, I think it’s even quicker like that.
Definitely not useless, love this on Proxy


(Haki) #3

It’s far better now than it was before.
Now you can start your reload and then sprint no problem, hence the description “reload whilst sprinting”.

You’re just bothered because you cancel your reload with sprinting, which can be turned off in settings.

Personally I don’t like the sprint cancelling reload function because I used to cancel my reloads to soon on the Empire-9 etc. (this is a long time a go, i am aware)


(doxjq) #4

What he said. Switch to secondary or do a quick knife. It’s how I’ve always done it.


(Saiph) #5

But why should I have to do it just when using that augment ? I also feel like switching weapons is slower.

The way it was before, it wouldn’t interfere with anything. I don’t know why it needed a “fix”.


(Ballto) #6

you can just switch to your knife, if youre reloading when youre under fire and not running away chances are youre doing something wrong.

by reloading while sprinting then swapping to knife you dont need to break your speed which is great and then you just get a massive boost by swapping weapons with a split second faster time than if you had to re trigger sprint (assuming you toggle it) which can be life saving in this game with its TTKs, especially on lower hp classes like aura and proxy


(Jostabeere) #7

Double Time is my most favourite augment. The advantage is far better than the disadvantage of not cancelling the reload and getting like 0.3-0.5 seconds from it.


(RedBeard) #8

its not near the top of perks when proper tactics and teamwork can eliminate the need for it.


(Jostabeere) #9

What…


(Rjsto) #10

What…[/quote]

You know, you never have to reload your weapon if your teamwork is smooth as a butter. Just hand your gun to your pal and they’ll do it for you


(Sir_Slam) #11

What…[/quote]

You know, you never have to reload your weapon if your teamwork is smooth as a butter. Just hand your gun to your pal and they’ll do it for you[/quote]

Naw man you gotta have your team so nailed down that they can slip a mag in between your rifles cyclic rate.


(CCP115) #12

I don’t see how swapping weapons is faster than literally just tapping the sprint button. You can even just tap Shift in mid air while reloading, and it’ll cancel. I don’t even use it as a sprint button, for me it’s a save half a second button.


(Szakalot) #13

while im a huge fan of double time and its by far my favorite perk in the entire game i completely sympathize with OP. It is awfully inconsistent to be able to insta-cancel reload animations with any other loadout, and be stuck reloading with double time.

Imo we could use another button for cancel-reload, for those who need it.


(Apofenas) #14

There was a bug, so you could abuse double time to reload Ahnuhld (and may be other shotguns) to almost full mag while it runs canceling animation after you loaded only one bullet, so it was even faster than with drilled augment but also allowed to reload while sprinting.

http://forums.dirtybomb.nexon.net/discussion/24157

I used to prefer drilled, but since they fixed canceling reload, double time became my favorite augment.


(SzGamer227) #15

If you want to cancel a reload, scroll to your secondary (and back to your primary if it has some ammo) so you can fire back at an enemy. I would very much like to see Double Time represented on more loadout cards in the future, since only a select few mercs can even have it at all.


(Saiph) #16

I’m amazed by the absurdity of some answers in this thread.

Double switching weapons ? Why the fuck should I change my bindings and learn to play differently to do something SLOWER (double switching has a delay, pressing sprint has not), and that because I HAVE AN AUGMENT on my card ?

Favorite augment for PROXY ?? Do you know how she performed with that augment BEFORE the patch, and how much her loadouts are fucked now ? (R22 strongly nerfed, KE12 unplayable)

FAVORITE AUGMENT IN THE GAME ??? Did you actually ever play the game ???

Double time was a meh augment even before the patch, and the disadvantage that it gives now is obvious for every competent player. If you say “didn’t notice it got changed” , or “haven’t any problem with it”, my view is that you just don’t know/don’t use cancel reload. In which cases, you’re very, very wrong, and should keep your opinion for yourself.


(terminal) #17

[quote=“Saiph;163752”]I’m amazed by the absurdity of some answers in this thread.

Double switching weapons ? Why the fuck should I change my bindings and learn to play differently to do something SLOWER (double switching has a delay, pressing sprint has not), and that because I HAVE AN AUGMENT on my card ?

Favorite augment for PROXY ?? Do you know how she performed with that augment BEFORE the patch, and how much her loadouts are fucked now ? (R22 strongly nerfed, KE12 unplayable)

FAVORITE AUGMENT IN THE GAME ??? Did you actually ever play the game ???

Double time was a meh augment even before the patch, and the disadvantage that it gives now is obvious for every competent player. If you say “didn’t notice it got changed” , or “haven’t any problem with it”, my view is that you just don’t know/don’t use cancel reload. In which cases, you’re very, very wrong, and should keep your opinion for yourself.[/quote]
Double time is best for hit-and-run mercs such as Proxy and Phantom.
Double time essentially cuts down time before combat by however long it takes to reload, it let’s you sprint away from combat and reload at the same time as opposed having to run away and then reload.


(Saiph) #18

Do you seriously need to go away from combat to reload ? It takes like 1.5 seconds, 1 with reload cancelling.

When you need to reload you don’t want to meet enemies, especially with double time since you can’t cancel them, so you’ll avoid moving too much. If you really need to move fast during that one second, then longjump and reload in mid-air.


(Szakalot) #19

[quote=“Saiph;163765”]Do you seriously need to go away from combat to reload ? It takes like 1.5 seconds, 1 with reload cancelling.

When you need to reload you don’t want to meet enemies, especially with double time since you can’t cancel them, so you’ll avoid moving too much. If you really need to move fast during that one second, then longjump and reload in mid-air. [/quote]

very often opponents abuse your reload and push. you can switch to secondary and try to fight at a disadvantage, or run away foregoing reload completely. Double time allows for both.

Additionally, often you would engage and move up/down. Naturally you want to reload before the next engagement, and not being able to do so while moving up/down causes additional downtime, which reduces your effective DPS.

Moreover, sometimes you need to move out of the way ASAP (explosives, fire support, ambush), double time allows to do that without losing tempo.

Another way to think about it: with double time the only time you are not moving at sprint-speed is when you are firing your gun.


(Saiph) #20

@Szakalot

Here is how I see it: with double time, you take a risk every time you reload. Switching to secondary is possible but still puts you at a big disadvantage. With reload cancelling, you might walk sometimes, but you are always ready to shoot back with primary and you can feel free to reload at any time without worrying that an enemy comes at that exact moment.

Double time could definitely be good if the reload times weren’t so ridiculously short. But in all my dirty bomb history I never felt like running and reloading at the same time would have saved my life, while cancelling a reload does so every 10 min. I also never encountered any opponent that would abuse your reload time as you say.

Run & reload is just a “comfort” thing. You feel good with it, and if you stop using it you’ll feel frustrated, because you got used to it. But that’s not a useful feature. Cancel reload however is necessary, and playing without it you would seriously limit your gameplay.

Thank you for bringing actual arguments instead of the double switch retardness etc. However, whether double time’s advantages compensate its disadvantages is not even the topic. I’m just saying, and I think you agreed with me, that this perk gives at least one huge disadvantage, and that this should never be the case for any augment, especially since no one ever complained that a change was needed for this one.