So being able to cancel reloads and run is good, however I've noticed an unpleasant side effect. That often I cancel a reload by sprinting or going prone right at the end of the animation without realizing it hasn't finished. This is compounded by sprint and zoom being the same key, since I often accidentally sprint near the end of a reload when I'm moving.
I notice this especially bad with the G41 since many times I can actually have the new clips in, and have closed the clip slide thing, and I think its okay to run or get up from prone, but its not quite at the end of the animation, but I haven't realized that its not reloaded.
Several times in the last 2 days I've been playing, I've come across some russian, raised iron sights, and then click, I realize its not reloaded, even though the animation seemed to have completed and must have been say 95% complete when I broke it.
Would it be possible to have a system like in L4D, where breaking a reload simply pauses a reload, instead of cancelling completely?
It might take a bit of work, but it would be even cooler if this was broken down into stages, so if you cancel the animation after you've removed the empty mag, when you resume the reload (i.e. stop sprinting or finish transitioning from prone to standing), you continue from that stage, so that if you cancel it just before cocking, that's all you have to do to finish the reload.
Or if thats too much work, at the very least have it so that if an animation is 95%+ finished (i.e. the mag/clip is actually in and closed in) that it counts as complete so people aren't thinking they've finished reloads when they haven't.
Anyone else noticed a problem with this or is it just me?
I notice this especially bad with the G41 since many times I can actually have the new clips in, and have closed the clip slide thing, and I think its okay to run or get up from prone, but its not quite at the end of the animation, but I haven't realized that its not reloaded.
Several times in the last 2 days I've been playing, I've come across some russian, raised iron sights, and then click, I realize its not reloaded, even though the animation seemed to have completed and must have been say 95% complete when I broke it.
Would it be possible to have a system like in L4D, where breaking a reload simply pauses a reload, instead of cancelling completely?
It might take a bit of work, but it would be even cooler if this was broken down into stages, so if you cancel the animation after you've removed the empty mag, when you resume the reload (i.e. stop sprinting or finish transitioning from prone to standing), you continue from that stage, so that if you cancel it just before cocking, that's all you have to do to finish the reload.
Or if thats too much work, at the very least have it so that if an animation is 95%+ finished (i.e. the mag/clip is actually in and closed in) that it counts as complete so people aren't thinking they've finished reloads when they haven't.
Anyone else noticed a problem with this or is it just me?
Last edited: