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Firing Doesn't Interrupt Reload, Was the Change Really needed?

Discussion in 'General Discussion' started by BaronXIII, Apr 12, 2017.

  1. BaronXIII Arkhona Vanguard

    So, the new patch makes firing not interrupt the reload animation. Which, kinda comes out of the blue as absolutely no one has asked for it...but I digress.

    The main problem I have with this is...what's the point from a gameplay perspective? It doesn't really affect combat too heavily, and you can just hit the sprint key for a split second to interrupt the reload. So ultimately, the whole change doesn't even matter except you just have to hit one key before you can fire mid-way through a reload.

    Basically, the change was pointless because the whole change is ruined by just tapping a sprint key, and that's if this change was really warranted in the first place.

    So...what are other's thoughts?
    Avlaen likes this.
  2. It means when you thought it was safe to reload and suddenly a wild snorlax melee shows up, you have to either sprint or roll now, you can't just start headshotting again immediately(assuming you were not 100% ammoless in the mag).

    It's a tiny indirect buff to melee.
  3. Khornatian Khornatian Steam Early Access

    It was something they could put on the list to make it look bigger.

    Kinda like when they nerfed the Skip Launcha, and then nerfed it a second time. All that accomplished was to make the changelist bigger.

    As the orky saying goes "Bigga is betta!"
  4. Orfeask Orfeask Steam Early Access

    Fast reload magazine now will be pretty uselfull it seems.


    Edit: Not that it wasnt, for me , i use it most of the time
    Faeruin likes this.
  5. Implying it wasn't already...? Fast reload on Eldar is glorious.
    Faeruin likes this.
  6. Orfeask Orfeask Steam Early Access

    Literally replied while i was editing the post to say something similar.
  7. Lerdoc Katitof Well-Known Member

    People have asked for ranged to be less dominant.
    People have asked for other mags then penetration one to be viable.

    This change fixes both without direct nerfing ranged or buffing melee.
  8. Salvohhh!! Solei Drill Abbott

    Warning: The following comments may sound critical, but it is constructive criticism. Adding salt to this recipe may make it hazardous to forum health. Please consult with your local painboy to find out if constructive criticism is right for you.

    Honestly, I'm pretty skeptical of this. Having played a few games which deviated from this fairly universal shooter mechanic, I saw how truly rage inducing it became. The long-short of it is that shooters have conditioned us to expect that shooting, sprinting, and dodging should all interrupt other actions, particularly the shooting bit. Shooting doesn't interrupt sprinting? Problem. Sprinting doesn't interrupt shooting? Problem. Dodging doesn't interrupt both shooting and sprinting? Problem. Dodging is the only thing that people really expect to not be interruptable as we are all generally aware of the fact that A) it's a full animation, and B) looks really derpy if you interrupt it half-way through. That said, those two expectations lead to a third, in that people come to rely on the animation having to play out over a set time and along a set vector. Deviations from that pattern are also likely to induce ire, though more from other players than the one doing the deviating.

    If they were looking for a way to buff melee v.s. ranged, making it easier to interrupt ranged with melee attacks would have been a much more intuitive and desirable place to start, imo. It gets really frustrating knowing that I should be able to interrupt ranged attacks with melee attacks, but my melee attacks rarely ever make that happen. Light attacks to the face? Heavy attacks to the face? Any attack to the back? For whatever reason, I can only count on these interrupting continuous fire occasionally.

    So too is the "cool guys don't look at explosions" defense rather frustrating. I've lost track of the number of times I've been gunned down by an opponent just casually walking backwards while firing, which apparently provides more than enough movement distance to mean that any locked attacks will miss? I thought I'd learn from this mistake, but it doesn't seem to work when I try it. Are some melee weapons incapable of melee attacks on firing foes? Are enemies with movement buffs immune to locked melee attacks while moving at all?

    I bring these issues up not to rant, but because I came in with the F2P train and have sunk money and ~200 hours into the game so far. (The one perk of being sick for weeks on end.) I really want to get my friends into the game as well, but if I have to explain to them that there are large sections of melee that they will just lose for reasons I have still yet to fathom after ~200 hours of play, in a 40k game that is logically very melee heavy as shooters go, they're just going to stop playing. Honestly, I can't fault them. If it takes more than 200 hours of experience to get reliable performance out of a game's systems, that's clearly not a sound investment of gaming time.

    (In spite of that, the one thing that keeps me around is affection for the setting, the characters, and the willingness of the ork community to be outright orky. Where else do I get to WAAAAAAGGGGHHH in an online shooter?)
    Ultima75000 likes this.
  9. Hunter Tarrus TARINunit9 Well-Known Member

    Which is what I was doing in the first place.

    I'm curious if the devs will eventually go one step further and do what Left4Dead2 does, where pressing the reload button drops your mag to ZERO instantly and refunds the rest of your mag to your reserve ammo, and only THEN starts reloading.
    Njord-Halfhand, Alb, Aislinn and 2 others like this.
  10. Catnium Catnium Well-Known Member

    it's common in shooters that ppl reload after every kill/encounter to keep a full mag for the next encounter incase its a prolonged one.
    this change makes doing so a fixed decision you took without going back , it basically means you can get caught out reloading and killed .. just like in every other fps i play...

    this is a good change. you should not be able to go back on a bad choice instantly by pressing the mouse button to cancel the reload animation. reloading at the wrong time should be punished . not encouraged because there is an easy way around it .
    Sumshine likes this.

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