Fortack wrote...
Deerber wrote...
As far as I know, every dodge can work like that. It's just that the other dodges are much quicker, so it's much harder to make them coincide with the moment the reload starts. However, I'm pretty sure I hid the reload in the teleport dodge more than once 
How does it work then? I'm almost certain you cannot do it with all races that use a hop, roll or have blue skin. When they shoot and immediately dodge > no reloading. When you wait for a brief moment after the shot and then dodge you interrupt the reload animation and have to start all over again. However, you can of course use dodge once the reload animation has reached the critical point (i.e. the moment you can cancel the last part with a lot of stuff).
I hardly ever use teleport dodge when I play kits that have it. It might work since the animation lasts longer than the other ones.
P.S. It's an outrage that Krogan heavy melee doesn't work as a reload canceller <_<
Uh, I missed this, sorry.
To my understandings, all you have to do is make the dodge animation play while you start the reload. I admit I never really tried it out and it's just a deduction from the fact that the Havoc is able to do it, but I'm sure I did it with the teleport one sometimes, randomly.
That said, if you tried it out with the right timing and it doesn't work... Oh well. My deduction was wrong

Quite silly that some dodges can do that while others can't, anyway

jrm_ayun wrote...
6/6/6/6/0 claymore, incendiary rounds
This guy understands