Chris Schanche wrote...
When we run damage numbers and DPS tests on weapons we factor in both normal firing time and reload cancel firing time. Some of our gameplay devs are big fighting game fans, and we overall feel that having some animation cancels available open up play and provide interesting skill growing opportunities, weapons and powers both play with this. Though we certainly want to be sure all our weapons still feel accessable and solid to people who don't do it.
And lets keep this thread civil, it looked like it was in danger of getting heated for a bit there. Everyone has a different platform and playstyle preference, lets respect those.
I can roll with this.
Kushiel42 wrote...
I don't oppose reload cancelling, but I oppose the fact that the only way to know about it (well, other than playing any other shooter in the last decade) is to read about it online rather than in a game manual. I don't like hidden mechanics; the only truly bad part of the ME3 multiplayer is that it has a lot of them.
I don't care about the mechanic itself one way or the other, but I don't understand why the gaming industry continues to put undocumented reload cancelling into games instead of stealing the brilliant "active reload" mechanic from the Gears of War series.
Eh, I found it back in the demo days when I accidentally sprinted/used a power/used cover/did something in the midst of a reload with the Mantis. It's not that hard to figure it out.
Modifié par clopin, 03 février 2013 - 12:03 .