Sdrol117 wrote...
Do it. This is not the game working as intended.
Because you know the intentions of the game's designers better than the designers, right?
Sdrol117 wrote...
Do it. This is not the game working as intended.
GodlessPaladin wrote...
Sdrol117 wrote...
Do it. This is not the game working as intended.
Because you know the intentions of the game's designers better than the designers, right?
dday3six wrote...
Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players. It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.
newman982 wrote...
Besides, getting rid of reload cancelling (animation cancelling) would mean that you have a 3 second period of time after shooting a claymore where you can not run, and would make you very vulnerable. Removing reload cancelling would be a terrible, terrible idea.
vonSlash wrote...
dday3six wrote...
Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players. It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.
No, you could simply design animations that allow interruption when needed, but ensure that ammunition is not reloaded into the gun until the animation is complete. For example, if I have no shields and am halfway through my GPS reload animation when a Marauder walks around the corner, I should be presented with the following choice: finish the reload animation and hope I live long enough to fire a shot, or use a power to attack (and stun) the Marauder long enough to melee him to death or escape. Both choices have beneifts and drawbacks. However, I should not be able to cut my reload short, fire a power at the Marauder, and then be able to kill him with my weapon without having to fully reload my gun, because this provides all of the benefits with none of the drawbacks.
This would also help decrease the relative power of low clip capacity weapons like the Claymore, which are vastly more powerful than their more ammo-rich counterparts due to the fact that their lengthy reload times are a non-factor in this game.
Sdrol117 wrote...
newman982 wrote...
Besides, getting rid of reload cancelling (animation cancelling) would mean that you have a 3 second period of time after shooting a claymore where you can not run, and would make you very vulnerable. Removing reload cancelling would be a terrible, terrible idea.
You mean the gun would be balanced? NO WAY. Sounds too smart. Reload cancelling is hard? Rofl. It's impossible to fail unless you're too jumpy. It's nothing Like GoW style. 100x easier.
dday3six wrote...
vonSlash wrote...
dday3six wrote...
Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players. It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.
No, you could simply design animations that allow interruption when needed, but ensure that ammunition is not reloaded into the gun until the animation is complete. For example, if I have no shields and am halfway through my GPS reload animation when a Marauder walks around the corner, I should be presented with the following choice: finish the reload animation and hope I live long enough to fire a shot, or use a power to attack (and stun) the Marauder long enough to melee him to death or escape. Both choices have beneifts and drawbacks. However, I should not be able to cut my reload short, fire a power at the Marauder, and then be able to kill him with my weapon without having to fully reload my gun, because this provides all of the benefits with none of the drawbacks.
This would also help decrease the relative power of low clip capacity weapons like the Claymore, which are vastly more powerful than their more ammo-rich counterparts due to the fact that their lengthy reload times are a non-factor in this game.
You do understand that if you miss the window to reload cancel that you stop reloading all together, right? As in you have an empty gun and have to start from the reloading process again. I'm hard pressed to see how that is not a draw back.
Modifié par vonSlash, 18 juin 2012 - 02:45 .
I'm going to have to go with this. If this was SUCH an issue, there would have been a response/patch/tweak about it by now. Someone correct me if I'm wrong but wasn't it someone from BioWare even that dismissed it as a "feature" or part of the game?GodlessPaladin wrote...
Because you know the intentions of the game's designers better than the designers, right?Sdrol117 wrote...
Do it. This is not the game working as intended.
I admit, I laughed.JaimasOfRaxis wrote...
Bioware, remove Sdrol117's account.
JaimasOfRaxis wrote...
I'd be less of a douchenozzle about it if it wasn't for the fact that:
A) Reload cancelling has been discussed infinity billion timesIt's already an accepted part of gameplay and intended as such (source: Bioware devs)
C) It's much harder to do on console (you need to have a power currently recharging), and possible to screw up
So I'm sorry if I'm being snippy, but we've been down this road a few billion times by now.
vonSlash wrote...
dday3six wrote...
vonSlash wrote...
dday3six wrote...
Animation cancelling is a part of many games. Overall it allows for more dynamic layers within the skill level of players. It's seen most often in fight gaming, but other games also use it. Off the top of my head both Space Marine and Demon's Souls used it as well. It's a needed function to allow for reflex reactions to adverse situations. In other words and applied to ME3, if you couldn't reload cancel you would be stuck in the animation by deflaut during auto-reloads, which could result in death.
No, you could simply design animations that allow interruption when needed, but ensure that ammunition is not reloaded into the gun until the animation is complete. For example, if I have no shields and am halfway through my GPS reload animation when a Marauder walks around the corner, I should be presented with the following choice: finish the reload animation and hope I live long enough to fire a shot, or use a power to attack (and stun) the Marauder long enough to melee him to death or escape. Both choices have beneifts and drawbacks. However, I should not be able to cut my reload short, fire a power at the Marauder, and then be able to kill him with my weapon without having to fully reload my gun, because this provides all of the benefits with none of the drawbacks.
This would also help decrease the relative power of low clip capacity weapons like the Claymore, which are vastly more powerful than their more ammo-rich counterparts due to the fact that their lengthy reload times are a non-factor in this game.
You do understand that if you miss the window to reload cancel that you stop reloading all together, right? As in you have an empty gun and have to start from the reloading process again. I'm hard pressed to see how that is not a draw back.
Yes, I'm aware of that. However, it's a drawback that can be eliminated with only a tiny bit of practice - in fact, learning that reload cancelling exists is actually harder than reload-cancelling. My point, however, was that the "have your cake and eat it too" option of having reload-cancelling still refill your weapon is detrimental to balanced gameplay.
It isn't hard on a console. Some guns (like the krysae) even have a perfectl reload time to match tac cloak that make it impossible to mess up reload cancelling. That's so hard. I'm sure others have it too.