One thing I don’t see people follow up on is Double Time on shotguns. You can still run and load a few shells in, doesn’t need to be a full reload. You can still run to the next corner while prepping yourself for another assault.
Has Double Time become the worst augment in the game ?
Szakalot
(Szakalot)
#22
@Saiph I know what you mean, but personally i rarely would use cancel-reload. I’m not questioning its effectiveness, I guess its a preference thing.
One thing I forgot to mention that actually is a huge deal: being able to sprint while reloading also allows you to do long-jumps, and consequently spam wall-jumps. So the speed difference is actually higher than you might think.
I suppose on 5v5 comp double time isn’t as useful as rarely you have to relocate as much, when pushing as a team etc. but its still amazingly good for
- Aura Blish: she never loses speed and can very effectively poke (and receive some damage in consequence) and start reloading while immediately falling back to the hp station. by the time the reload is done she is at full hp again and can poke again. Without double time there would be significant down time as Aura either reloads when reaching the station, or loses mobility during the poke itself.
Other notable examples from pubs, that I found very effective:
- A31 Fletcher: shotguns are quite slow on the reload, and being able to reload on the run helps fletcher’s playstyle of corner camping with the stickies.
- Hochfir double time proxy, her great speed combos well with double time, as she never has to stop sprinting around; whereas otherwise she would be very vulnerable during reload
- Kek tempo phantom: I found phantom with double time extremely fun and it rediscovered the merc for me. Phantom is very effective with hit&run tactics, and being able to run away quickly is crucial to this playstyle. In particular it allows tempo phantom to reload while running away under cloak.