One change to animation/weapon switches that I'd really like


(Szakalot) #1

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.


(Beermachine) #2

Can’t comment on Fletcher, and am still fairly new so not that experienced yet. I’ve definitely noticed with Fragger if I’m too quick with the change to grenade (don’t use the hotkeys) then hold mouse button sometimes he doesn’t actually pull the pin. Also had cooked throws cancel on me for no apparent reason, or none that I can pin down (not the obvious). Edit - could well be what your referring to, changing to main weapon too quickly after releasing the button.

Is Fletcher still like that with insanely quick sticky recharge? If so looks like I’ll unlock him and ditch Fragger as with good nade accuracy he seems like he’ll be much more effective as a team member, while also not having to deal with cook charge times.


(Glottis-3D) #3

[QUOTE=Szakalot;531061]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.[/QUOTE]

i was saying this from very first Fletcher patch when his stikies became manually detonated.
as soon as you release the bomb, you should be able to switch immidiately, not after some 50 ms


(Amerika) #4

I don’t know why the animation can’t show both sticky and trigger and let you also do as you described. Fixing the wonky animations and potentially the timing.


(Szakalot) #5

what do you mean? sticky bomb in one hand and detonator in the other hand?


(Amerika) #6

Yeah. You already throw the stick with the right and the detonator is in the left. Why not have both arms be shown when you have sticky’s out so that you don’t get the weird cutoff when you quickly throw and detonate. This would fix the animation wonkiness at least and it would allow for them to easily adjust the time from you pressing the button to explosive going off.