@eastthread51441
I said trim slightly meaning taking off maybe 0.25 seconds maybe less maybe more.
This is exactly how much time quickswapping saved, so by trimming the animations you would basically have quickswapping speed back in the game. Seriously man you do not know what you want. The only purpose of the wield animation is to put time in between the first and the second shot. If you cut the animation then that means the time between the first and the second shot is shorter. Please understand - I'm tired of going in circles.
Sprinting cancels animations. Well it’s supposed to.
Who says it's supposed to?
Personally I know for a fact the sword slash did get a slight range nerf and because of that nerf I am not in favor of allowing players to wield their guns while sprinting.
Admitting you have ulterior motives for wanting to keep gunplay clunky.
A sword user can not slash and sprint at the same time.
Off topic, but neither can a gun user ADS/shoot and sprint at the same time.
I’m pretty sure this entire post is just you upset about losing to sword.
Off topic. It wasn't me that brought up the sword. It was yourself. My claim this entire time from the beginning is that gun combat versus gun combat is not fair. You keep bringing other weapons into this which this isn't even about. Sounds like you're projecting.
I will say this again perhaps you can comprehend the topic at hand.
Player A shoots their weapon first and sprints
Player B shoots their weapon second and sprints
Player A stops sprinting and has to wait for the wield animation to complete.
Player B sprinted just a few milliseconds longer which means they do not have to wait for the wield animation, instead they can ADS and shoot.
Even though Player A shot first and even sprinted for less time than Player B, Player B is still the player who wins the gunfight despite having shot second, and sprinted longer.
This is illogical and a flaw with the current patch.
How it should work to balance it to make it so everyone shoots the same speed:
Player A having stopped sprinting first should begin the wield animation, but now that their shot cooldown has past (1000 ms between shots) the wield animation transitions into the ADS animation allowing them to shoot at the correct speed intended by the developers.
Meaning that Player A, having shot their first shot first, can shoot their second shot before player B.
Assuming both Player A and Player B shot at the same time Player A sprinted for less time, and Player B sprinted for more time - Both players should have the ability to shoot their second shot at the same time. This way gunfights are fair, balanced, and predictable.