It's an OPTION. Why do you care?
This^
This is a perfect example of a case where we can all have our cake and eat it too, just like toggle versus hold crouch, some like one, some like the other, who the hell cares as long as we can set our own prefrence?
I'm sticking to manual for sure, just like i allways prefer toggle crouch when able, but it's no skin off my arse if someone else wants autobolting and hold crouch.
I would assume that there is some delay to cancel animations, I might be wrong though.
Manual always saves my butt, especially in potential CQB situations. Without manual I wouldn't be able to fire a shot then charge my attacker in a brilliant bayonet charge with out the annoying delay of working the bolt. Or in those situations when I happen to have a pistol handy and need that critical 1 second to switch to it.
Yeah, the new thing here is animation blending, as in HoS has that.
You won't be locked into animations anymore, you can cancel them, and they will blend into another animation, which is a big step up from Ost where you had no choice but to wait patiently for the anim to finish.
But note the word "blend", it's not an instant action like an animation override, an example of an override would be you starting to reload, but since you still had 3 bullets in the gun, you can click the mouse button and the gun will magically snap to the fire animation in a split second and fire emediately.
Whereas with blending, you can cancel the reload, but the gun will need to transition into aiming forward before it fires, so there is a small delay before it does.
So in effect, this system does make autobolting viable, and not the huge handicap that would lock you into an action like it would have been in Ost.
But it still makes manual bolting slightly more advantageous, as you wont need to cancel any anims, but can just choose not to start them in the first place, if you'd rather go for melee or a secondary gun, you can probably do that slightly faster with manual.
I just hope no one can have their weapon half in half out of a building and only see part of their helmet, and as sniper you cant even hit him yet he can hit you.
This was brought up in a thread a looooong time ago, and Ramm stopped by and said this is something they (TWI) also hate in games, and they are mindfull of not making that mistake.
Now i don't know if it can be avoided 100% in an online game, lag could perhabs cause the occational "but i didn't see him!" situations, just because player positions wheren't updated fast enough, that's just the nature of the beast.
But i think we can all be sure it won't happen out of plain old bad design (like the first person camera not matching up with the third person model when crouched, which is the typical cause of this problem in shooters, it's just good old fashioned lazy design on part of the dev's).