In a game that requires fast reactions, the weapons that matter most are slow.
They have repetitive animations in place for when they lumber up on to your screen and this causes massive issues with being able to deal with sudden occurrences, causing unfair end-states because in the 2 seconds it takes you to draw your gun, you got perma-staggered by enemy lasgunners, weren’t able to help your friend, and end up watching them die instead.
It doesn’t feel fun, that’s the long and short of it.
The enemies are already over tuned in a lot of situations and this only makes it harder on the team when they have to deal with them quickly.
Every enemy AI has pin-point aim, rips through your toughness like it’s not there, then proceeds to stagger you to no end while you desperately try to save your team-mates or get further into cover (which they can shoot through/ over in some situations anyway).
Being locked into lengthy animations for drawing your gun doesn’t feel good, especially when the gun already has a long reload.
They need more stages, and using ‘it’s balancing’ isn’t a valid excuse when the weapon it’s self is loaded, cocked and ready to go when you put it away.
A stage for empty, for partial full/ empty, and for totally full need to be implemented.
You need to be rewarded for being prepared, for having your gun topped up and already racked, and punished for putting it away when it’s empty. (which happens a lot when you’re swamped in melee)
They need more adaptive animations for situations they currently don’t account for, it would be nothing but a benefit for the fun-factor of the game.
Implementing extra stages for when your weapons are in different states would not be that complicated when they already have staged reloads, and it would only apply to ballistic weapons, as Lasguns are already in an okay spot, some just need more ammo reserves.
As I said.
Empty, Partial, and Full.
Full being you draw the weapon and have it ready, no re-racking.
Partial causing your reload to play at normal speed with no re-rack.
Empty being the full, already existing reload.
I would even accept the heavier weapons that hit way harder taking slightly longer to reload as a trade-off.
The Draw time should only be padded by switching the safety off if your weapon has ammo, and I would accept having drawing melee take slightly longer (half a second at most) as you switch the safety back on, so you’re encouraged to shove enemies away with your Gun before you switch or dodge back to gain distance (Weapons with flashlights should also be given a shove, making the flashlight a new hotkey akin to left 4 dead).
This would make it SO much more dynamic, more natural and fix the flow of combat feeling so melee biased.