"Sprint Cancels Reload" - Breaks the "Double Time" Augment (game issue)


(ProfPlump) #1

When you have “sprint cancels reload” turned ON in settings, it works fine except if you’re using the augment “Double Time” (able to reload while sprinting) - in which case you can start reloading but if you THEN start sprinting it will cancel your reload even though your augment should allow you to continue the reload.

It’s a bit annoying - please fix.


(Yes) #2

Yeah, that’s really annoying.


(Faraleth) #3

I have to admit it was a LITTLE bit annoying at first, but quickly got used to it. :s I’m not sure if the devs deliberately intended to cancel your reload when you start to sprint with this augment or not… Guess it’s a question for the devs tonight c:

Regardless, think I’d quite like to see this fixed too! But I think they have a lot higher priorities right now… :c


(Ghosthree3) #4

As annoying as it can be I’d say it’s working as intended. By turning the option “sprint cancels reload” on, you kind of want it to do what it says. I use sprint to cancel reloads all the time, so I need it to work in that instance as well.

EDIT: Perhaps a second option, “sprint cancels reload with double time”, as well?


(XavienX) #5

Why did I never think about that. No wonder I thought A31 Fletcher loadout was pissing me off for a reason.


(ProfPlump) #6

More likely that it was pissing you off because it was a Fletcher loadout. Nuff said =P


(Amerika) #7

The devs have a system in place that prioritizes reloading first or being able to cancel that reload by pressing sprint. This is so you have to make a choice in finishing first or always having the option to sprint when you need to sprint. I have sprint cancel my reload because being able to get out of dodge is a lot better than finishing up a reload 9 times out of 10. I also play SMG/SMG Proxy with Double Time quite a bit and all I do is make sure I start sprinting before I hit reload. I’ve never really thought of this as an issue yet I do understand why some players would be annoyed by it. But always pressing sprint first then reload fixes it.

It’s not a bug and definitely by design but I wouldn’t mind a quality of life change that allows you to start a sprint during a reload with the Double Time augment as it would make it only a bit more powerful while also fixing this issue for some players.


(Random Joe) #8

If you have the Double Time Perk don’t reload until you start sprinting. It is more useful than reload cancel. But that’s just my opinion.


(watsyurdeal) #9

Personally I’d like it if reload cancel was the fire button instead.


(Mister__Wiggles) #10

Can’t you turn, ‘Sprint cancels reload’ off in the options, im sure i’ve seen it in there or am I thinking of something else :confused:


(Amerika) #11

Yup. But that doesn’t solve the issue some people have with Double Time because all it would do is prevent you from sprinting until after the reload animation starts. Which is probably where people have issues with this particular augment. They want to start the animation and then be able to start sprinting. Which makes sense…but it was also most likely more dev time no a small issue that will only affect a few people.

It would not surprise me if it was a, “nice to have” development feature SD might get to at some point but not something they are going to spend a lot of time on right now as there is bigger fish to fry. Especially since the easy work around is to start sprinting before you reload.


(Mister__Wiggles) #12

@Amerika
Yeah thats a fair point. I never noticed this because I don’t think I have a card with this argument on but will try it for myself so I can see what people are talking about.
I agree it is a luxury to have none game breaking things like this fixed when there are more important things to do first which is the way I prefer the patching process to work but it would be cool if the guys over at SD would include a little fix in for the people that it affects.


(Dirmagnos) #13

I think its hardcoded, so instead of fixing the issue, devs just say that it works as intended.
Currently it reduces effectiveness of the perk quite significantly.


(Ghosthree3) #14

What does this even mean, really.
Not what does it mean by definition, but what do you mean when you use it like that.
To be clear hardcoded means, “fix (data or parameters) in a program in such a way that they cannot be altered without modifying the program”. Which means it is in fact not hardcoded because it can be modified through the settings menu.


(Amerika) #15

[quote=“Dirmagnos;72302”]I think its hardcoded, so instead of fixing the issue, devs just say that it works as intended.
Currently it reduces effectiveness of the perk quite significantly.[/quote]

It’s not “hardcoded” as that term doesn’t make a lot of sense given the topic. It can be changed but there most likely isn’t a huge rush to do it because the augment is not greatly impacted by it. Hitting sprint a split second before you hit reload fixes the issue. It’s a mental issue more than a game issue even if it would be a “nice to have” feature that allows you to start a reload then lets you sprint. In most situations, if you need to sprint you’re going to be sprinting for longer than it take to reload your weapon even if you cancel it early.