Short thread here:
I play Fletcher 24/7 and one thing that really gets me is detonator animation canceling my sticky bomb throw.
Typically you want to blow up the sticky as soon as you throw it, however it feels like the throw itself is dependent on ping, i.e. high ping will cause a delay before your sticky is actually in the air. This gives me a very inconsistent feel when throwing stickies: It happens way too often that I release an armed sticky, spam ‘e’ and my character switches to the detonator, without any sticky being actually thrown.
An example at 3:33
Overall this change could be welcome for all types of thrown entities, like fragger’s nades or airstrike marker, heartbeat sensor and the like.
If you ‘arm’ a utility and release to throw it, I’d like the character to be stuck in the throwing animation, before being able to switch weapons/use other abilities. This would allow people to minimize switch time without fear of canceling their fragger’s nade/airstrike/heartbeat sensor, and particularly sticky bomb where you always rely on another action for the stick to detonate.
Naturally, switching weapons before ‘releasing’ the utility would work as currently.