FIX the Frackin reload!!!
Running should NOT abort a weapon reload mid load. We are already plagued with tiny ammo clips on suposedly 'Advanced' weapon systems. I can't tell you how many times (in pve not fracked up broken pvp) I have died because moving my ass a little aborted the reload with giant Martian turtle-tards all over me.
If we as players can process the combat well enough and quick enough to run and gun, fracking let us!!!!
The weapon in specific I am talking about is my Legendary Hand Cannon. 12 in the clip (ooh impressive) and absolutely useless in crucible. This cobat system is ok but there are so many things that break its flow...
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For me it's about game flow. Yes this is a very minor issue compared to the other things wrong with the game. I guess I wouldn't mind as much if the reload that gets aborted auto restarts when you stop running or after the knife throw, but what happens is it just sits there with an empty clip. If you got far enough through the reload animation then you think it is ready to go and then pull the trigger and "Oh NOW we will try to reload" and you die. Re: CoD - Played that game enough to put a shotgun to the side of a guys head and pull the trigger, They lived. Don't care what CoD thinks about gameplay.
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How about add it as a perk to either weapons or armor! Novel -blam-ing idea bungie! No, we need more grenade kills reduce melee attack timer buffs! Also, if I'm aiming down my sites and I expend the last bullet I should go into reload automatically. Make it cancel if I run, sure, but sucks trying to coordinate a strike, position, shoot, talk on a mic, and not notice that you've been firing empty for two or three seconds. I know I know. Some will say "it's more realistic/ pay attention." Yeah, my space terminator super knight can't auto reload. That's just crazy.
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I don't understand why this is an issue, an overwhelming majority of FPS and TPS games prevent you from doing this exact thing unless you have some sort of specific perk or ability that overrides this. CoD Ghosts has 'On the Go' for reloading while sprinting, and completely prevents you from reloading while aiming. Heck, Battlefield bolt-action rifles require you to stop aiming to chamber the next round, forget about reloading. I've played plenty of games where reloading prevents sprinting and sprinting prevents reloading. How is this an issue? It's not as is reloading is that long for most primaries, especially the high-end legendary's. Armor and weapons can both reduce this time. Maybe exotics can have this as a perk (especially sniper and scout rifles), even a few legendary's, but I just don't see a big issue.
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If you are reloading a gun, and you let go of the magazine to punch/palm/knife somebody, it's unreasonable to think you've been reloading the gun at the same time. If you are reloading and you break out into a sprint, good freaking luck being able to swap out magazines and load the first bullet into the chamber. Be glad your hand cannon is NOT a revolver and that you can reload it by magazines instead of loading each bullet one by one the way you would a shotgun. It's part realism, and part balance. If you need to reload your gun, you need to get into cover... or learn to dodge bullets so that you can reload in the open. If you're going to use your melee, you can't be dealing with your gun (maybe fire it, but that's already possible, to fire and let go of your gun to do your melee near simultaneously after). Plus, if you're in the air, you can handle reloading just fine. You can double jump (or triple jump) before reaching the ground to allow yourself full time to reload, then continue sprinting as you touch the ground, keeping up your speed. Using this, you can basically ignore the rule of walking to reload. Of course, sunsinger warlocks already spend more than half their time in the air, so it might just be something more second-nature to me instead of you or a titan who seem to spend more of your time on the ground... But yeah, that feature is there.
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I NEVER have to reload my sniper rifle. The bullets magically appear in the clip.
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I have mixed feelings on this. My hand cannon has six shots and reloads like an elephant in labor so I feel your pain. Sprint reload would be very nice and I would use it a ton, but I also appreciate the challenge that it brings to picking my moments to run like hell, make use of only marginal cover, or count on luck.
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My point is that it artificially breaks the flow of combat for me. I am certaily able to run inbettween a load of enemies and take them out pretty fast. My aim is good (about 40% precision shots in pve) but I can't fire an unloaded weapon. Oh and friken melee attack (including throw knife) also breaks the reload, so even if we get a throwing knife out we just messed up our reload again. Making throwing knife almost useless except vs the very last enemy. I'm not saying I can't cope. I am saying it breaks the joy of slaughtering pve mobs (which is about all this game has going for it lately)