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Marc Rime
Zumari Force Projection Caldari State
45
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Posted - 2013.03.07 21:18:00 -
[1] - Quote
Quite often after a firefight I find myself with an almost empty magazine. Moving along silently under cover I hit reload, wait for it to finish and then sprint around the corner at the red dot my radar just picked up.
...and die horribly with a puzzled expression on my face, wondering why my weapon decided to reload after firing only a handful of bullets.
The reason is OFC that my weapon wasn't reloaded just because I'd *heard* the magazine click into place or even when I shouldered it again but ~a second *after* the animation finished (by which time I'd already hit sprint and therefore interrupted the whole thing).
I totally see why sprinting should interrupt reload. I also realize the weapon shouldn't be ready to fire before the full reload time has lapsed, nor should it be possible to speed up reloading by interrupting it. The current behaviour however is both misleading and quite annoying.
Suggested solution:
- The current reloading-timer is shortened so it finishes when a new magazine is seen and heard to be inserted. This should still be interrupted by sprinting, melee etc. - A new ready-to-fire-timer is added. This should run the full reload time but shouldn't be interrupted. It should however prevent you from using the weapon before it finishes (if this should prevent one from firing any remaining bullets even if the above timer is interrupted is not something I have an opinion on).
Alternative (easier but less desirable) solution:
- Sync the reloading animation so reload is guaranteed to have finished by the time the weapon is shouldered again, not a 0.1-1 seconds after this. |
DusterBuster
Zumari Force Projection Caldari State
7
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Posted - 2013.03.07 23:13:00 -
[2] - Quote
I completely agree with this, and was actually going to put it into a thread of my own.
I often start sprinting before I am finished reloading, because the animation finishes long before the weapon is actually reloaded. As soon as the magazine is clicked in, the gun should be reloaded and I should be able to sprint or switch my weapon without cancelling the reload. |
x-KOR-x
Wraith Shadow Guards
40
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Posted - 2013.03.07 23:46:00 -
[3] - Quote
+1 |
RINON114
B.S.A.A.
30
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Posted - 2013.03.08 12:01:00 -
[4] - Quote
I support this, but the easy workaround is to just get used to it. The timer is off but instead just look at the ammo counter and when it hits numbers you're good to go! |
Garrett Blacknova
Codex Troopers
1888
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Posted - 2013.03.08 12:20:00 -
[5] - Quote
Marc Rime wrote:Suggested solution:
- The current reloading-timer is shortened so it finishes when a new magazine is seen and heard to be inserted. This should still be interrupted by sprinting, melee etc. - A new ready-to-fire-timer is added. This should run the full reload time but shouldn't be interrupted. It should however prevent you from using the weapon before it finishes (if this should prevent one from firing any remaining bullets even if the above timer is interrupted is not something I have an opinion on). Just to be clear, are you suggesting an "offset" where you continue the process from the point you had reached before the interruption?
Because that could work even better if there were multiple offset points during a reload.
1. "Click" of magazine disengaged from weapon. Sprinting or otherwise interrupting the reload will resume from you having the empty magazine in your hand, ready to discard it. 2. Old magazine discarded. Interrupting reload will resume from pulling a new magazine. 3. New magazine visible on screen. Interrupting will resume from holding new magazine ready to insert. 4. "Click" of new magazine being driven into place. Interrupting resumes from shouldering the weapon. 5. Reload only truly complete when weapon is fully shouldered.
You seem to only be suggesting point 4 on this list. Why not the rest? |
Draco Cerberus
Hellstorm Inc League of Infamy
6
|
Posted - 2013.03.08 16:04:00 -
[6] - Quote
Garrett Blacknova wrote:Marc Rime wrote:Suggested solution:
- The current reloading-timer is shortened so it finishes when a new magazine is seen and heard to be inserted. This should still be interrupted by sprinting, melee etc. - A new ready-to-fire-timer is added. This should run the full reload time but shouldn't be interrupted. It should however prevent you from using the weapon before it finishes (if this should prevent one from firing any remaining bullets even if the above timer is interrupted is not something I have an opinion on). Just to be clear, are you suggesting an "offset" where you continue the process from the point you had reached before the interruption? Because that could work even better if there were multiple offset points during a reload. 1. "Click" of magazine disengaged from weapon. Sprinting or otherwise interrupting the reload will resume from you having the empty magazine in your hand, ready to discard it. 2. Old magazine discarded. Interrupting reload will resume from pulling a new magazine. 3. New magazine visible on screen. Interrupting will resume from holding new magazine ready to insert. 4. "Click" of new magazine being driven into place. Interrupting resumes from shouldering the weapon. 5. Reload only truly complete when weapon is fully shouldered. You seem to only be suggesting point 4 on this list. Why not the rest?
+1 for the whole list. This would drop my deaths due to no ammo quite a lot. At times I've reloaded, seen the numbers, started firing my weapon only to be reloading again because the weapon isn't done reloading even though it's been shouldered again. |
Marc Rime
Zumari Force Projection Caldari State
47
|
Posted - 2013.03.10 15:49:00 -
[7] - Quote
Forum ate my post so here's a shorter version.
Garrett Blacknova wrote:Just to be clear, are you suggesting an "offset" where you continue the process from the point you had reached before the interruption? No, that's what you're suggesting ;). I just want reloading to be completed when the magazine is inserted with a click. The second timer was just to disable firing until the animation finishes (weapon shouldered again), but there's no reason to hop back into the animation if a player sprints, hacks or something. The second timer could be even skipped entirely if the shouldering-after-reload becomes near instant (obviously the animation needs to be tweaked so the click doesn't come until the weapon reload time has elapsed in this case).
Garrett Blacknova wrote:You seem to only be suggesting point 4 on this list. Why not the rest? Keeping it simple. This is enough to fix the problem I'm experiencing.
Your suggestions seem more focused on making reloading realistic (which is nice OFC) but would no doubt take a *lot* longer for them to implement (not to mention the potential for bugs ;)). |
Marc Rime
Zumari Force Projection Caldari State
47
|
Posted - 2013.03.10 15:51:00 -
[8] - Quote
RINON114 wrote:I support this, but the easy workaround is to just get used to it. It's not as easy as you make it sound! I've been trying to get used to it for months but it still happens whenever I'm really focused on, well, everything else ;). |
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