Revert double time please


(Ardez1) #21

@Saiph Devs have changed their mind before. Won’t be shocked to see it happen again. If enough people complain anything is possible.


(Saiph) #22

@Ardez Did you seriously warn me for “direct attack” ? As far as I know “shut the *** up” is as offensive as “please get a brain”, and this guy is literally spamming the thread with off-topic messages. I think a part of your volunteer moderator’s job is ALSO to moderate people you agree with.


(Ardez1) #23

I don’t discuss warnings sent to other users. If you would like to discuss the warning I sent to you, then please reply to the warning I sent to you or send a new PM.

Thanks!


(extraordinaryEmperor) #24

@Matsuno The “choose another loadout” is a pretty poor argument as I can’t exactly choose my perks. And if I’m forced to choose basically miss out on a perk, how is that fair? Especially if it has two other perks that are actually buffs (increased reload speed, increased melee damage, increased swap speed etc).

Your argument is basically like saying that if Phantom is a bit UP, then play another class.

And if I need to swap reload, then why wouldn’t I just stick with the swapped weapon first before switching back once its out of ammo?


(extraordinaryEmperor) #25

[quote=“AnonOmis1000;165700”][quote=“Saiph;165694”]Everyone who knows what they’re talking about (i.e knows how to reload cancel) feels the same way. If someone says double time “is fine as it is” that’s not an opinion, that’s ignorance.

Double time prevents people from using a basic tech, which is completely stupid for something that’s supposed to augment you, and even more stupid as it was perfectly fine before. It’s like reading an “opinion” about why you and other guys think Earth is actually flat.[/quote]

No, you’re just stuck in your way of doing things which doesn’t workwhen this augment is on your card. Either adapt to the change or shut the @$!# up.[/quote]

That’s a terrible argument. That’s like if chopper made you attack proportionally slower or turn slower, which now makes you miss a lot of melees you used to hit, now you have to adjust or just stop using it.

These perks aren’t meant to change or hamper basic mehcanics, it’s meant to enhance it, which it clearly doesn’t to people who have played this game from early on enough to be very used to tapping shift to cancel a reload.


(onLooSe) #26

This as well might go like this - in Quake I didn’t had to reload at all … so it’s fine as it is with sprint canceling the reload turned off. It has been decided :smiley:


(Jostabeere) #27

[quote=“extraordinaryEmperor;165950”]

These perks aren’t meant to change or hamper basic mehcanics, it’s meant to enhance it[/quote]

Any official information that confirms that? Never thought that reload-cancelling is a basic mechanic. Not even all guns have it as far as I know (if they did not change it for Blishlok)
I am pretty fine with not having a 0.3 secs faster reload if I can sprint while reloading.


(Naonna) #28

What gave you the impression that reload canceling was intentionally put into the game in the first place? - Allowing there to be an argument which helps run and gun mercs is a good thing. It doesn’t affect all mercs equally, but is not problematic. no one said you should change mercs if you dislike the argument: only load out cards. There are plenty to choose from. - Thanks for sharing your salt.


(extraordinaryEmperor) #29

No perks independently affect any mercs unless it’s unique to them. All perks affects players. Poor reading comprehension and poor argument. Come back when you’ve read top to bottom.


(extraordinaryEmperor) #30

[quote=“Jostabeere;165958”][quote=“extraordinaryEmperor;165950”]

These perks aren’t meant to change or hamper basic mehcanics, it’s meant to enhance it[/quote]

Any official information that confirms that? Never thought that reload-cancelling is a basic mechanic. Not even all guns have it as far as I know (if they did not change it for Blishlok)
I am pretty fine with not having a 0.3 secs faster reload if I can sprint while reloading.[/quote]

Which you could do before anyway, you just had to be sprinting first. Not to mention that you could reload and sprint with a shotgun while it’s ready to shoot.

If you’re caught in the middle of reloading, there’s no reason not to wait half as second to let the ammo get in and cancel to start shooting. And if you’re low, you may as well just run with a knife instead and you’ll get out of the situation faster. So in neither circumstances does the ‘always reload’ perk actually help. If you’re trying to get to A to B while reloading, then simply sprint then reload.


(Naonna) #31

An unfixed bug is not immediately considered a built in mechanic.


(extraordinaryEmperor) #32

An unfixed bug that’s been here since open beta should be considered a mechanic, honestly. I don’t think reload cancelling in COD is an ‘official’ mechanic, but it’s been there for every series since COD4 AFAIK.

Rocket jumping wasn’t made as a basic skill in Quake, but then it became pretty core.


(extraordinaryEmperor) #33

Double posted


(Jostabeere) #34

You’re pretty good at deciding which arguments are terrible but bad at answering question.
I’m still waiting when you answer mine.


(extraordinaryEmperor) #35

[quote=“Jostabeere;166010”]You’re pretty good at deciding which arguments are terrible but bad at answering question.
I’m still waiting when you answer mine.[/quote]

As far as official quotes, I can’t get you any.

I can list you other basic mechanics that are probably mechanics that I don’t have an official statement for.
-Using ammo stations to block doorways.
-Repairing a secondary objective without looking at it.
-Shooting your own explosives to set them off.
-Picking up opposing team’s med packs/ammo
-Being able to revive through a wall
-Destroying generator with damage

Now whatever you agree with, provide me with an official statement.


(AnonOmis1000) #36

Considering that, IIRC, there was a time during which generators couldn’t be destroyed with damage abd the fact that you can’t destroy primary objectives without C4 leads me to believe that it’s intentional.

Med and ammo packs have no team orientation. Regardless of wgat side you’re on the outline aura around the item is the same light blue.

Considering when any explosive is shot ot explodes, why would shooting your own not blow them up?

All deployables (except landmines snd sticky bombs) block the enemy team in pubs. In competitive they block both teams.

Repairing secondary objectives and reviving teammates through walls is likely unintentional and is so infrequent that it’s not high on their priority list. In fact, the only instance of this that I’ve ever seen or know of is the one door generator on Underground that can be repaired through the geometry of the door way next to it. However, I think that’s more an issue with its positioning than anything else.


(extraordinaryEmperor) #37

[quote=“AnonOmis1000;166045”]Considering that, IIRC, there was a time during which generators couldn’t be destroyed with damage abd the fact that you can’t destroy primary objectives without C4 leads me to believe that it’s intentional.

Med and ammo packs have no team orientation. Regardless of wgat side you’re on the outline aura around the item is the same light blue.

Considering when any explosive is shot ot explodes, why would shooting your own not blow them up?

All deployables (except landmines snd sticky bombs) block the enemy team in pubs. In competitive they block both teams.

Repairing secondary objectives and reviving teammates through walls is likely unintentional and is so infrequent that it’s not high on their priority list. In fact, the only instance of this that I’ve ever seen or know of is the one door generator on Underground that can be repaired through the geometry of the door way next to it. However, I think that’s more an issue with its positioning than anything else.[/quote]

But no official quote right? Because that’s his argument there, not logic.

And regarding explosives. When you shoot an enemy building, they get destroyed. But AFAIK you can’t destroy your own buildings with bullets… or that I’ve never tried


(Ardez1) #38

-Using ammo stations to block doorways. - Intentional. When the first ammo station was released it was brought up that enemies can’t clip through it like friendly players can and it was confirmed to be on purpose and not a bug or glitch.
-Repairing a secondary objective without looking at it. - Exploit. Not intended, but there was no code preventing it.
-Shooting your own explosives to set them off. - Intentional. There is actually a loading screen tip saying you can do this.
-Picking up opposing team’s med packs/ammo - Intentional. I believe this one is mentioned in the tutorial for the ammo packs but it has been a long time. Again, it was specifically stated when the first ammo station was released that both teams could use it.
-Being able to revive through a wall - Bug. You are not supposed to be able to use abilities through walls.
-Destroying generator with damage - Intentional. Again, there is a loading screen tip saying you can do this.

With shooting explosives, if they are a teammates they will not blow up unless you are in an FF enabled match. Only the person who placed them or the enemy can shoot them and cause them to explode.

Is that official enough for you or are you going to demand sources next? I’m guessing the reason Josta asked in the first place is because he bet you wouldn’t be able to find any for the point you are trying to make. The augment Double Time is currently functioning as designed. You can use other methods to reload cancel or you can switch loadouts if you really don’t like it. I’m not saying changing loadouts is your only option. But you will need to find another way to get your reload cancel if you are that desperate for a boost to it.


(Yes) #39

It was also mentioned on a stream a while back that the reason for this is to act as a punishment for throwing medpacks/ammo packs without thought.


(extraordinaryEmperor) #40

@Ardez I don’t mean defibbing through walls, but starting a revive then moving away so you can’t see them anymore. I.e. safely reviving someone as a non-medic.

Does this confirm?