The thing is that ingame you really wait that weapon is loaded again
which makes you fell that it takes forever.
That's exactly the problem, most people probably aren't aware of thease limitations with the UE 2.5 engine, few look over the code, and many probably can't quite put their finger on
why it feels stiff, they just know that it does, that it doesen't feel as smooth as it should, that things that should be easy to do seem clunky, and that some things seem to take forever (even if they dont).
The lack of Anim-blending is that reason, and yes, it affects movement too, because that too is tied to animations.
Let's take some examples then:
Example 1: You are sitting behind a sandbag and aiming your rifle, when a grenade lands next to you, in real life, you would simply start running, and your arms would automatically do whatever comes natural to run with that object in your hands.
In RO however, you cannot run when aimed, so you will have to go out of iron sights, this plays an animation that cannot be interrupted, and you cannot run untill it is done (because sprint also plays an animation, and it can't be played whilst another anim plays).
In the meantime, you are probably bashing the sprint key frantically trying to get a move on, but it's not going to take effect till the gun is finally at your hip (animation compleated), and it feels like it takes forever to happen in this adrenaline soaked moment, and chances are you die because you coulden't get sprint to work when you wanted it.
With anim-blending, this can be solved by blending the aim-anim, directly into the Sprint-anim, with no need to first lower the gun and wait for anims to finish.
Example 2: You are a rifleman standing in a small room (you've probably been fiering out of the windows moments ago), when an SMG wielding enemy enters the room, and out of pure habit, you start to aim your rifle at him, but realize just as you do that he's probably going to hose you down from the hip before you can take a good aim. In real life this would be no problem, you'd just press the trigger and let off a half-aimed panic shoot and hope for the best.
In RO however, you're srewed, the animation has started, and the fire animation cannot play untill the aim animation has compleated it's run, nor can you cancel aim, so you'll just have to wait (and bear in mind that the code has triggered "is aimed" mode so you can't run anymore) till it's done, and pray he'll miss whilst you wait, and the wait seems to take forever...
With anim-blending, this can be solved by blending the aim-anim and the fire-anim, or by canceling the aim-anim (just reverse it into hip) and going directly to the fire anim.
Now, i could probably come up with plenty more of such examples, hell knows many such things have gotten me killed countless times in RO over the years, but chances are you get the point by now.
This is where RO feels stiff, and in an unrealistic way (this stuff would be second nature to do in real life, but in RO you are locked into a grid), and it's all because anims cannot be blended, it affects shooting, reloading, aiming, movement, anything that relies on anims (and most things do in RO!).
Anim blending can solve all thease problems, simply by allowing you to do more than one thing at a time (one will blend into, and become the other), and by allowing you to cancel and reverse actions, and it can have a dramatic effect on how smooth and intuitive it plays, how much in control you feel.
And it's been like this for a long time, anim-blending is relatively new tech, but before it came around, a lot of games avoided using anims whenever possible, and used code instead to move the gun around on the screen, because code is flexible, it can do anything anim-blending can, only, it looks rather crude and bad compared to a propper animation, which is why other developers decided to go with anims instead.
Games that relied more on code than anims allways felt smoother and nicer to play, but looked worse, but anim-blending finally bridges that gap, and with it, you can have all the smoothness of code with all the good looks of anims, it's very nifty tech!
