Hope you guys enjoy this video. I put an insane amount of work into it over the past 4-5 days. I'm pretty confident that all of the info provided in the vid is correct - I tested every stratagem weapon many times to ensure I accurately identified all of the interrupt points/stages. If any of it is wrong though, please dont hesitate to let me know (i'm sure u wont!). And I hope the vid was at least SOMEWHAT helpful or at the very least interesting.. the vid was originally just going to be a 7-8 minute vid explaining how the system works with a couple of examples.. i ended up deciding to just go through every single stratagem weapon as well cos it didnt feel complete without it. Hope it was worth it! If you guys want me to do a vid on all the primary weapons / sidearms (sidearms isnt interesting cos the reload times are so short n only 1 or 2 even have reload stages), then let me know!
I realized there was some kind of "pause" mechanic for reloading, but not just how extensive it is. Thanks for taking the effort exploring this mechanic and sharing it with us.
A small trick for the autocanon (its all i use) is to listen to the audio cue when loading the first casette on an empty reload. When im getting swarmed with berserkers and devastastors, i give myself some room, load the first casette until i hear the audible noise of casette insertion FINISH. That idicates its inside the gun and i can dive last second out of the way of some berserkers. Then hit reload again after i make a tiny bit more room and i jave 5 rounds to clear out the berserkers left. Looking at the animation prevents you from checking your surroundings so the audio cue is key
My only comment is: autocannon uses clips, not mags... ha-ha I lied, wasn't my only comment, great stuff... I've never bothered to check said stages for all weapons, but I did notice some "funkyness" for particular ones, like the glitch in the recoiless (I think they've recently patched it, don't quote me on this tho)... Will yah do a vid on the primaries? Some, like the eruption, have criminally long reloads too... XD
I don't see the point in implementing this if they weren't going to go all in and do it in the most realistic way. The amr, for example only has 2 stages when it should have 3. One when you take the mag out. One when you put a fresh mag in. One when you rack the bolt. The way it is now means you can take infinite mags out of the gun, and it's like this for a lot of the guns. Another issue is that once the bolt is racked you have to wait too long to be able to fire again. You should be able to cancel the animation the moment the bolt is pulled back and still be able to fire the gun, that's realistic because the bolt will still go forward on its own once pulled back. The transition timing between stages also needs to be improved, sometimes, like with the flamethrower, the timing is too late, it should the be instant the canister is fully unscrewed but it's currently a little after it's been dropped by hand. So if you interrupt it before that timing you can keep dropping canisters infinitely. This includes the "exceptions" that you've showcased here. They really have to rework this system imo
That's good to keep in mind, I would've relied on learning these stages through the visuals But since the visuals aren't timed to the actual stages, learning them feels useless. I wont know exactly when the stages start and stop, even if I watch closely.
Hope you guys enjoy this video. I put an insane amount of work into it over the past 4-5 days. I'm pretty confident that all of the info provided in the vid is correct - I tested every stratagem weapon many times to ensure I accurately identified all of the interrupt points/stages. If any of it is wrong though, please dont hesitate to let me know (i'm sure u wont!). And I hope the vid was at least SOMEWHAT helpful or at the very least interesting..
the vid was originally just going to be a 7-8 minute vid explaining how the system works with a couple of examples.. i ended up deciding to just go through every single stratagem weapon as well cos it didnt feel complete without it. Hope it was worth it!
If you guys want me to do a vid on all the primary weapons / sidearms (sidearms isnt interesting cos the reload times are so short n only 1 or 2 even have reload stages), then let me know!
guess not lol
I realized there was some kind of "pause" mechanic for reloading, but not just how extensive it is.
Thanks for taking the effort exploring this mechanic and sharing it with us.
A small trick for the autocanon (its all i use) is to listen to the audio cue when loading the first casette on an empty reload. When im getting swarmed with berserkers and devastastors, i give myself some room, load the first casette until i hear the audible noise of casette insertion FINISH. That idicates its inside the gun and i can dive last second out of the way of some berserkers. Then hit reload again after i make a tiny bit more room and i jave 5 rounds to clear out the berserkers left. Looking at the animation prevents you from checking your surroundings so the audio cue is key
If you ever revisit this, add the audio cues as all the guns have them for specific stages.
My only comment is: autocannon uses clips, not mags... ha-ha
I lied, wasn't my only comment, great stuff... I've never bothered to check said stages for all weapons, but I did notice some "funkyness" for particular ones, like the glitch in the recoiless (I think they've recently patched it, don't quote me on this tho)... Will yah do a vid on the primaries? Some, like the eruption, have criminally long reloads too... XD
Thanks for all these details! Very useful!
lmao the bruiser face when i didnt finish putting another rocket in my recoilless rifle before running in front of him
Comment due to this video not doing well for some reason for engagement purposes
appreciate u dude
I don't see the point in implementing this if they weren't going to go all in and do it in the most realistic way. The amr, for example only has 2 stages when it should have 3. One when you take the mag out. One when you put a fresh mag in. One when you rack the bolt. The way it is now means you can take infinite mags out of the gun, and it's like this for a lot of the guns.
Another issue is that once the bolt is racked you have to wait too long to be able to fire again. You should be able to cancel the animation the moment the bolt is pulled back and still be able to fire the gun, that's realistic because the bolt will still go forward on its own once pulled back. The transition timing between stages also needs to be improved, sometimes, like with the flamethrower, the timing is too late, it should the be instant the canister is fully unscrewed but it's currently a little after it's been dropped by hand. So if you interrupt it before that timing you can keep dropping canisters infinitely. This includes the "exceptions" that you've showcased here. They really have to rework this system imo
That's good to keep in mind, I would've relied on learning these stages through the visuals
But since the visuals aren't timed to the actual stages, learning them feels useless. I wont know exactly when the stages start and stop, even if I watch closely.
My reloads get interrupted when a rocket devastator manages to hide from me and gets a lucky hit on me before i can react
haha yeh damn those rocket devastators
😮❤
update plz
lol this vid got 600 views.. total waste of time. not doin another one!