Considering infiltrators get an insane advantage of points with their sniper rifles and shooties I think the boolpoop is yours.Mr.Kusy wrote...
Considering that every class, with any loadout is capable of canceling - what you say is boolpoop.
Bioware, remove reload cancelling.
#51
Posté 16 juin 2012 - 04:44
#52
Posté 16 juin 2012 - 04:45
#53
Posté 16 juin 2012 - 04:45
#54
Posté 16 juin 2012 - 04:46
#55
Posté 16 juin 2012 - 04:47
avenged100fold wrote...
Why are so many people arguing that reload canceling makes guns that otherwise don't work useable? Doesn't that just mean that the reload times are too long? Or that they are balanced badly? That only people who reload cancel should be able to use them effectively? That's a ridiculous argument. Come on.
- It's confirmed that reload canceling is not going away.
- weapons are currently balanced to work with reload canceling in mind.
- because of the above - reload canceling is as much of a skill as taking cover, rolling or aiming at your enemies.
Knowing that you can:
a) learn to reload cancel so others don't have the oh so unfair advantage
c) cry more on the forums telling developers you know better how they should approach developing.
LoboFH wrote...
Considering infiltrators get an insane advantage of points with their sniper rifles and shooties I think the boolpoop is yours.Mr.Kusy wrote...
Considering that every class, with any loadout is capable of canceling - what you say is boolpoop.
It was you who said that reload canceling affects infiltrators more than anyone else. It's not true. As I said, anyone can reload cancel with any weapon meaning that this particular skill has nothing to do with infiltrators being unbalanced.
Modifié par Mr.Kusy, 16 juin 2012 - 04:49 .
#56
Posté 16 juin 2012 - 04:49
and yes, they did say it was intended
#57
Posté 16 juin 2012 - 04:50
Deucetipher wrote...
At last! Actual reasons to dislike reload cancelling! I may die of shock. Well done, sir! Valid concerns, but perhaps the intended balance is served by the reload cancelling system. That is, that the full reload time is too debillitating for the weapons in question, but with the ability to cancel, the weapon is in balance. Shortening the reload by code might make it too powerful. I quibble with describing it as an exploits, as apparently there is dev confirmation that it is intended.
You realize you just said "with the ability to cancel, the weapon is in balance" and immediately followed with "Shortening the reload by code might make it too powerful"? So shortening it by rc is ok, but shortening by code is OP? Hold on, wait. Do you mean if the code were shortened, reload canceling would be OP? That makes sense. Simple solution, allow all the same stuff, but only count the clip as in after a very late part of the animation, allowing mere milliseconds to be saved by canceling. I mean, since an unsecured clip would fall out, after all...
#58
Posté 16 juin 2012 - 04:50
#59
Posté 16 juin 2012 - 04:54
#60
Posté 16 juin 2012 - 04:55
Again - it's just as much of a skill as rolling out of the way when a rocket is flying at you - you do it or you get hit just as you reload cancel or wait for the full reload. Shortening reloads by default as a solution to CR would make as much sense as hardcoding aimbot into the game as a solution to players not always hitting the target.
#61
Posté 16 juin 2012 - 04:58
#62
Posté 16 juin 2012 - 04:58
Um yes you can screw up reload cancelling, i've done it plenty of times. Trying to reload cancel at the exact time to get that second shot, sometimes I do it just a fraction of a second too early and thus I'm forced to start the animation again.Sdrol117 wrote...
PaperAlien wrote...
It represents your character doing a trick to reload faster, with the downside that he'll fumble up if it fails.
But yeah, I'd like the uncancellable period to be longer, maybe let soldiers cancel as fast as the current way.
No it doesn't. This isn't gears of war. There is no such system like that, and that's not even close to what reload cancelling is.
#63
Posté 16 juin 2012 - 05:00
#64
Guest_The Mad Hanar_*
Posté 16 juin 2012 - 05:00
Guest_The Mad Hanar_*
#65
Posté 16 juin 2012 - 05:02
Modifié par ShadowRanger88, 16 juin 2012 - 05:02 .
#66
Posté 16 juin 2012 - 05:05
Modifié par Chris Priestly, 18 juin 2012 - 04:31 .
#67
Posté 16 juin 2012 - 05:06
#68
Posté 16 juin 2012 - 05:06
avenged100fold wrote...
Deucetipher wrote...
At last! Actual reasons to dislike reload cancelling! I may die of shock. Well done, sir! Valid concerns, but perhaps the intended balance is served by the reload cancelling system. That is, that the full reload time is too debillitating for the weapons in question, but with the ability to cancel, the weapon is in balance. Shortening the reload by code might make it too powerful. I quibble with describing it as an exploits, as apparently there is dev confirmation that it is intended.
You realize you just said "with the ability to cancel, the weapon is in balance" and immediately followed with "Shortening the reload by code might make it too powerful"? So shortening it by rc is ok, but shortening by code is OP? Hold on, wait. Do you mean if the code were shortened, reload canceling would be OP? That makes sense. Simple solution, allow all the same stuff, but only count the clip as in after a very late part of the animation, allowing mere milliseconds to be saved by canceling. I mean, since an unsecured clip would fall out, after all...
Except... you're disregarding the possibility of failure while reload cancelling. A mere shortening of the time would guarantee "success." Right now, it requires a fairly precise sense of timing, and the more efficient you try to make the cancel, the closer you get to the point of failure. My statement makes perfect sense.
Modifié par Deucetipher, 16 juin 2012 - 05:07 .
#69
Posté 16 juin 2012 - 05:11
#70
Posté 16 juin 2012 - 05:12
Modifié par Chris Priestly, 18 juin 2012 - 04:31 .
#71
Posté 16 juin 2012 - 05:14
To date, not a single thread has disappointed me.
#72
Posté 16 juin 2012 - 05:18
#73
Posté 16 juin 2012 - 05:30
LoboFH wrote...
Considering infiltrators get an insane advantage of points with their sniper rifles and shooties I think the boolpoop is yours.Mr.Kusy wrote...
Considering that every class, with any loadout is capable of canceling - what you say is boolpoop.
I hear points matter, no seriously. Also adepts would like to challenge that statement.
Conduit0 wrote...
I kind of skimmed the thread, but long
story short, OP sucks at reload cancelling, so he wants it removed? If
this was the mid 90's he'd probably be crying about rocket
jumping.
Heh pretty much.
Modifié par Quxorda, 16 juin 2012 - 05:31 .
#74
Posté 16 juin 2012 - 05:31
#75
Posté 16 juin 2012 - 05:40





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