I need to bring this issue to your attention because this is a *MAJOR* one that's plaguing the gaming experience while using some character classes (mostly the ones with an alt weapon, but not only those).
Here are some examples that makes this bug obvious and pinpoints the fact it's cumbersome for the players :
Let's assume I'm playing with the Titan.
Ok, I start firing with my rocket launcher toward an enemy.
I fire 3 rockets (so I should have 3 left in the chamber right ?) and I kill this enemy.
I start reloading but suddenly, "out of nowhere" comes another one on which I have a good spot to jump on.
The animation/reloading was not yet over so I can assume there are still 3 rockets in my rocket launcher and that's not a big deal after all, I'll end-up in close combat with the enemy stunned and I'll be able to shred him in no time right ?
So what just happens : I jump, the guy is stunned but instead of switching back to the rocket launcher and allow me to fire with the remaining ammo, the reloading animation starts again automatically ! (then I can't shoot, the guy is not stunned anymore when I finally can fire again and eventually I'll die... *GREAT*).
That's the first example.
Summary : The reload / cancel mechanism doesn't work.
Expected behavior : If I cancel a reload by switching to another weapon or using another ability before the reloading animation has been completed, when I switch back (or the other ability is over) I expect to get my weapon with the remaining ammo and ready to fire. The only time it should start to reload automatically is when the chamber is empty. (obviously).
Second one (this one is a combinaison of two bugs, the one I just described above and another one related to the reloading animation).
I am now playing with the Enforcer.
I fire using the main machine gun weapon and since the enemy has low health I decide to switch to the secondary gun to finish him off. So I switch, shoot twice and he's dead. Then I start reloading and as soon as the new clip is inserted in the weapon, I naturally switch back to the machine gun (as you would do in any CoD game for example).
Next fight, the same scenario is happening but once I'm switching back to my secondary weapon, it will start reloading ! Wtf ?! A new clip has been inserted into the weapon ! And even if the animation wasn't broken in a way you see a new clip inserted but it's not yet available, it should be then void and the previous clip should still be considered as in place right ? So I should get 4 shots available left in the magazine... but no, the reloading animation will start again !
Sometimes, it will cost me a really high kill streak (near the 25 mark) just because I didn't pay attention enough to ensure the secondary weapon reloading animation was complete before switching back to the primary...
Summary : The visual animation doesn't match the actual engine reloading time.
Expected behavior : When a new clip is inserted into a weapon, whatever the end of the animation is, it should already be possible to switch to another one and the weapon should be reloaded when switching back to it.
Solution : Slow the animation down so that it matches the developer's expected reload time at the exact moment the clip has been inserted and allow the players to ditch the end of the animation whenever they want/need to.
I hope this will be addressed in the upcoming patches because this is really cumbersome with so many characters...
This will make the game really smoother and more enjoyable in many ways.
RotoGluOn / PSNID: hehe2
- Have you gotten any trouble with this lack of reload/cancel mechanism already ?12 votes
Yes 75% (9 votes)
No 25% (3 votes)