Just a quick poll.
For me it’s obvious, since I don’t enjoy holding shift to sprint, I put the brick on the accelerator, hit the gas, and forget about it anyway.
Just a quick poll.
For me it’s obvious, since I don’t enjoy holding shift to sprint, I put the brick on the accelerator, hit the gas, and forget about it anyway.
Sprint to cancel reload caused me more annoyance than usefulness. I disabled it long before reload cancels reload was even added.
I’m permanently used to sprinting to cancel in every game I’ve played, and I’ll be the first to tell you that it’s not ideal. If you can break the habit, DO SO NOW. It is a terrible habit.
Edit: If it’s of any relevance, though, I play ESDF and have sprint bound to W.
I have double time on my most used loadout, so sprint is not really an option.
So I switch to melee to cancel
@Wintergreen said:
Edit: If it’s of any relevance, though, I play ESDF and have sprint bound to W.
I’m curious, is it pinky or ring finger on your W key?
Sprint here, been using that ever since I have started playing. Whenever I use a loadout card with Double Time on it I press the reload key.
Depends. If after the reload I want to sprint somewhere anyway, I use it to cancel. If I play double time Aura, I just reload during sprinting at reduced speed. If I just want to reload as fast as possible in combat, I use reload again.
Both. I have no problem using eaither and i like some of the doubletime loadouts so there is that.
@TheStrangerous said:
@Wintergreen said:
Edit: If it’s of any relevance, though, I play ESDF and have sprint bound to W.I’m curious, is it pinky or ring finger on your W key?
Ring finger.
I use both on a regular basis, but I mostly use Reload to intentionally stop reloading. I like having Sprint cancel reloading so I can quickly jump into action, or start sprinting as soon the the mag’s in.
I personally will wait for the ammo to go in the gun, then quickly use my mouse wheel to switch away, then back, canceling the animation.
With doubletime loadouts, usually I just switch to a new weapon and back again. With non-doubletime cards, a combination of sprint and weapon switching.