When watching a few content creator’s videos, I have noticed some frustration around weapon animations, specifically when pulling out the weapon to fire. The gun will rack each time, even if the clip is full after a reload.
A lot of comments in those videos have mentioned this is FS trying to balance the heavy hitting weapons vs the pistol/weaker guns. Is this true?
With shooter titles, I personally feel reloading an empty magazine should have the longest animation by far and switching to a weapon fully loaded, should not have an extra animation. (This ends up feeling punishing when it should feel rewarded that you prepared your magazine, your weapon swap is smooth and this encourages player to reload before fights.)
To push this point home, If the chamber has already been loaded, and is ready to fire, this should not create a second animation every time you swap.
Personally, I struggle sometimes during a horde with decision making, I’m not sure if I want to range or melee, this results in me switching weapons A LOT. Vermintide had a very fast swap and could allow players, to quick swap and shoot, I can see why FS would want to move away from this. I think if a player has the mechanical skill to - dodge, swap, shoot, dodge and swap to melee, let them! An extra second of “animation lock” can add up and become very punishing.
Extra animations will get players killed and will frustrate others that have an understanding of firearms, or even played other shooters, since it does not make mechanical sense.
My last point is reloading a mag half full should not have to reload the chamber as well. This is an unnecessary animation; you’re loading a bullet that is already there.
If this is intended, because “balancing”, it may be confusing for players that come from defined shooters, such as CoD or other battle royal types, when the weapon mechanics they are accustomed to are not present. My question ends up being, is this intended?
I think a good solution, an age-old solution, is to lower the ammo for the “heavy” hitting weapons so players learn to manage their clips and reward the players with less reloading animations when they efficiently manage their weapon.
In contrast, when we pull out our melee weapon, we don’t wipe off the blood.
Although having those animations be player initiated would be fricken sick!
What does the community think? Did you have any frustration with weapon swapping animations?
-Thanks!