Weapon switching still isn't fair - Here's why

  • @eastthread51441

    That’s correct, because the goal of the patch was to not allow players to fire off 2 shots faster than intended. Which is reason for my original post which shows that this unintentionally made the weapons fire SLOWER than intended given certain common circumstances which effect the way the weapons now feel and why they are so clunky to use now. This is the reason for my post:

    Weapons are firing slower than intended given some circumstances.

  • @bleu-solo

    The goal of the patch should have been to eliminate sprint bypass all together.

    If you sprint while any weapon is being wielded it will restart the animation for you once you stop sprinting.

    Simple and effective. The exact same thing that occurs with food and the bucket.

  • @eastthread51441
    Actually the bucket you can still scoop and sprint and the water goes in. You just lose the speed advantage that you used to get for doing so. Now it is the same speed.

    Food again, you can choose to run and dodge, or walk and heal- you can’t do both without it being overpowered.

    The only reason for the wield delay from the beginning when it was introduced years ago was to put a delay between the first and second shot. Before there was no wield delay and you could shoot both shots instantly.

    But now with the current patch we get an unintended increase in delay in some scenarios which I am highlighting in my post.

  • I'll say it again more plainly.
    You should not be able to use a weapon, to shoot your gun, until after fully completing a wield animation.
    You should not be able to sprint to make yourself not need to finish the wield animation.

    If it takes longer for you to be allowed to shoot because you interrupted the wield by sprinting, that's your own fault. You chose to do that. And it's exactly how it should work.
    If you interrupt your wield animation 5 times in a row to sprint around, and run long enough that it's been 20 seconds since you fired the first gun, you should still have to finish the full wield animation that 20 seconds later before you're allowed to shoot the second gun.
    It should not be time based, it should be animation-completion based. If you want to shoot sooner, don't interrupt the wield. Rare should remove the animation bypassing/skipping entirely.
    Whether by removing the animation cancel, or making it a reset.

  • @the-old-soul800

    Let me ask you - if you have a target in front of you, would you pull out a pistol pointed at the air for a second or would you draw your weapon straight to aiming?

    When you pull out a sword with the intention of blocking, would you pull it out to your side, or would you pull it out straight to block? Yes you would pull it out straight to blocking - and this is the way it works in Sea of Thieves. Oh wait! That is animation skipping! But it adds a layer of realism to what you would expect and do in real life.

    The point of the wield animation has always been to delay the time between the first shot and the second. As stated in the Developer update posted by Rare at 3:30 found by searching:
    Official Sea of Thieves Developer Update: February 6th 2019

    "We've added an animation delay when switching from weapon to weapon to try to reduce that impact of being shot in close succession"

    It's not there to make it a pain to use the guns and make them feel clunky.


    Once again my suggestion is not to allow shooting faster - but to allow all players to shoot the same speed as eachother. The current system is imbalanced because one player can shoot the first shot - yet shoot their second shot later than another player.

    My suggestion is to aid in making the weapons feeling smooth, predictable, and fair.

  • @the-old-soul800

    Yes but that’s not how Rare chose to fix the issue.

  • @eastthread51441

    You know these are your words:

    In all honesty, the unstow animation for guns is unnecessarily long and clunky feeling.

    My suggestion has always been to first shorten the wield animation for guns so that it feels less clunky like the swords wield animation and then make it so sprinting doesn’t bypass anything but instead cancels it.

    Do you know what effect this would have if they shortened the animation to make it "feel less clunky"? It would mean shooting both guns faster bringing us back to quickswap speed.... because after you shoot and change weapons well now the draw animation is shorter and now you can shoot that second weapon faster. So it sounds like you really don't know what you want.

    I know exactly how to make them not clunky and that's exactly how I said in my original post.


    There is one other way to make it not clunky and that is to allow the wield animation to play out while sprinting. That is how Hunt Showdown and a lot of other games does it.

    This way sprinting would not cancel any animations, and mobility is kept.

    https://www.youtube.com/watch?v=j747hpY6m98

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441

    You know these are your words:

    In all honesty, the unstow animation for guns is unnecessarily long and clunky feeling.

    My suggestion has always been to first shorten the wield animation for guns so that it feels less clunky like the swords wield animation and then make it so sprinting doesn’t bypass anything but instead cancels it.

    Do you know what effect this would have if they shortened the animation to make it "feel less clunky"? It would mean shooting both guns faster bringing us back to quickswap speed.... because after you shoot and change weapons well now the draw animation is shorter and now you can shoot that second weapon faster. So it sounds like you really don't know what you want.

    I know exactly how to make them not clunky and that's exactly how I said in my original post.


    There is one other way to make it not clunky and that is to allow the wield animation to play out while sprinting. That is how Hunt Showdown and a lot of other games does it.

    This way sprinting would not cancel any animations, and mobility is kept.

    https://www.youtube.com/watch?v=j747hpY6m98

    I said trim slightly meaning taking off maybe 0.25 seconds maybe less maybe more.

    I know what I’m talking about. Do you know what you’re talking about?

    Sprinting cancels animations. Well it’s supposed to.

    Only this weird very elementary PvP game (especially at launch) enabled sprint to bypass animations.

    You used to be able to use sprint to bypass bucket animations, shovel animations and weapon wielding animations for a significant advantage.

    One pirate could out bucket the water pressure from having every single possible hole in their ship. It was absolutely insane.

    Once again imagine if Rare did slightly trim the gun wield animations so they felt less clunky but also made sprinting cancel the wield which means if you don’t let the animation play out fully it restarts.

    I suggested this exact fix way back when before they addressed the issue.

    They chose to fix it by only preventing the bypass after a gun was just shot. That was half baked.

    Now you want to be able to sprint while wielding a weapon well it’s up to Rare to decide what players can and can’t do.

    I understand what you want but I have no say in anything.

    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.

    A sword user can not slash and sprint at the same time.

    I’m pretty sure this entire post is just you upset about losing to sword. The sword is supposed to be powerful, reliable and a solid melee weapon. It always was after they buffed the damage per slash to 25 but it wasn’t better than the one shot capable blunderbuss which outclassed it. Now it’s much more balanced.

  • @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.

  • @bleu-solo

    You’re not going to solve the clunkiness unless you trim the animation.

    It’s literally that simple. The clunky feeling is a product of the length of the animation.

    The blunderbuss can’t one shot anymore.

    If wield animations are trimmed to fix the clunkiness and as a result two guns can kill players to fast maybe Rare should consider now allowing the use of two guns as a loadout.

    All I know is that wielding guns feel clunky because the animation is too long.

    Your specific issue about sprinting just a moment too short and suffering a delay because of it doesn’t apply to how I play.

  • @eastthread51441

    You’re not going to solve the clunkiness unless you trim the animation.

    You can fix the clunkiness without trimming the animations. I've given 2 working solutions to the problem that don't involve shooting quicker.


    The blunderbuss can’t one shot anymore.

    Off topic.


    If wield animations are trimmed to fix the clunkiness and as a result two guns can kill players to fast maybe Rare should consider now allowing the use of two guns as a loadout.

    Tools not rules. Especially with all the new weapons that have been added to the game this is not realistic.


    All I know is that wielding guns feel clunky because the animation is too long.
    Your specific issue about sprinting just a moment too short and suffering a delay because of it doesn’t apply to how I play.

    Actually it feels clunky because the time between shots is inconsistent. This time you might shoot at one speed, but next time you might shoot a full second later. If you don't use two guns then you really can't understand why it's clunky so I'm not really sure why you are commenting on something you don't understand or use.

  • @the-old-soul800
    @EastThread51441

    I'd like to point your attention to Release Notes 2.9.1:
    https://www.seaofthieves.com/release-notes/2.9.1

    Gunplay in Motion

    • The removal of quick switching in October’s update created an unwanted wield delay during regular gunplay, preventing players from firing quickly after moving.
    • While preserving the original quick switching fix, this update now readdresses the change to ensure that when firing a weapon and switching, players who move a short distance are no longer forced to use the full wield delay and can fire much more quickly.

    So now that we all understand the developers intentions is to allow the player to fire quickly after moving (but not faster than standing still) and that the full wield delay is unintended after sprinting a short distance you should hopefully see the reason for this post.

    A sprint that is too short will result in an almost 1 second longer shoot time than someone that sprints just a few milliseconds longer than you.

    So on to my suggestion which states: Since the full wield delay is unintended after a short sprint: Allow the ADS animation to interrupt the wield animation when it is time to shoot so all players can shoot the same speed.

  • @bleu-solo

    I do occasionally use two guns but I don’t attempt to briefly sprint to bypass the wield animation so I don’t suffer any delays when I swap weapons.

    I think the gun wield animation feels a little clunky especially given that the sword can perform a 3 hit combo and then go right into a fourth swing with very little delay.

    If I was in charge I would trim the gun wield animations just a tiny bit to speed up the process of wielding a gun to alleviate the clunky feeling. The timing of everything would have to be tight to keep the sword viable. And then everybody would get less clunky gunplay which feels more fluid.

    You act as if there’s no play in the gun wield animation when there is easily 100-200 ms of fat that could be trimmed.

    Rare could also offset the trimming of the gun wield animation by slightly lengthening the ads animation. Guns ads in SoT in like 250ms, that’s very fast. Like lighting fast.

    But hey man you keep arguing for another bandaid over a bandaid and pray Rare solves your problem.

  • @eastthread51441

    I do occasionally use two guns but I don’t attempt to briefly sprint to bypass the wield animation so I don’t suffer any delays.

    How many times do I have to explain that briefly sprinting has NOTHING TO DO with trying to bypass delays. There are dozens of reasons to sprint. Yes in the example video it looks like an attempt to do some exploit to bypass delays. But the fact of the matter is, sometimes you need to sprint or sprint jump to get a better positioning, or sprint to avoid an oncoming bullet and the fact that if your sprint is too short and you shoot later is unintended by the developers.

    This bug can happen to anyone, even someone their first day of playing. They shoot and sprint to dodge or get cover, but then their next shot shoots 1 second later than the other player because this unintentional delay is in place.

    Listen clearly here: I DO NOT WANT THE ABILITY TO SHOOT FASTER. I want to shoot the same speed every time consistently and create a fair game for every player using ranged weapons and this is the goal of the developers as well given their own words. This will lead to a predictable outcome when playing, and the predictability is going to make the weapons not clunky because you know what to expect every time.

    You seriously have to be trolling at this point I swear.

  • @bleu-solo

    Good luck to you and I truly hope your issue is resolved in the future! We may disagree on the best solution but we both want the same outcome. No hostility here. I just stand firm in that Rare never removed the sprint bypass advantage you can still use as long as you didn’t just shoot a gun a moment before. Their fix only affected double gunners. I didn’t like their fix back then and I still don’t like it now. I think it was sloppy and the source of your complaint.

  • Player A shoots their weapon first, swaps and then sprints
    Player B shoots their weapon second, swaps and then 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.

    Do you know why Player B doesn’t have to wait for the wield animation and instead can immediately ADS and shoot?

    BECAUSE RARE NEVER ACTUALLY REMOVED SPRINT BYPASSING ALL OF THE TIME ONLY FOR A VERY BRIEF PERIOD AFTER YOU SHOOT A GUN.

    So back to your example. The only way Player B can shoot faster than Player A is if Player B BYPASSES the weild animation.

    Why is Player B allowed to BYPASS the wield animation?

    BECAUSE RARE NEVER ACTUALLY REMOVED SPRINT BYPASSING ALL OF THE TIME ONLY FOR A VERY BRIEF PERIOD AFTER YOU SHOOT A GUN.

    So maybe I was right? Maybe Rare’s fix was sloppy?

  • You are going around in circles, agree to disagree and part ways.

  • Okay moving on.


    Going to drop this here and in my original post to hopefully show the problem of unbalanced gameplay that currently exists. Hope it sheds light on the issue and I'll open a support ticket.

    https://www.youtube.com/watch?v=l8gYHFhnMss

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    My suggestion is to aid in making the weapons feeling smooth, predictable, and fair.

    And nothing is more smooth, predicable, and absolutely fair than having to finish the weapon swap animation before you can shoot.
    More fair than any version of messing with timing by using sprint to bypass the animation.
    You shooting later, because you made yourself shoot later, because you stopped that animation from finishing, is entirely fair. If you shoot first, then block yourself by [mod edit] with the animation cancels, you should be shooting your second shot later than the person who let the animations run through. Undoubtedly.

  • @the-old-soul800

    It's not animation canceling, it's mobility.. and it is the developers intentions:

    Gunplay in Motion

    • The removal of quick switching in October’s update created an unwanted wield delay during regular gunplay, preventing players from firing quickly after moving.
    • While preserving the original quick switching fix, this update now readdresses the change to ensure that when firing a weapon and switching, players who move a short distance are no longer forced to use the full wield delay and can fire much more quickly.
      Source: https://www.seaofthieves.com/release-notes/2.9.1

    See the video I put in my previous post. Thank you.

  • @the-old-soul800

    The first confusing part is how people incorrectly summarized the exploit as “quick swapping” when in reality the exploit was the ability to bypass the wield animation for weapons by sprinting.

    Here’s a summary of how Rare “fixed” the issue.

    If a player shoots a gun, a very short timer begins that prevents weapon wield animations from being skipped via sprinting until the timer expires.

    At any other time including milliseconds after this arbitrary timer expires any player can easily skip the wield animation of any gun by simply momentarily sprinting.

    That’s how half baked the fix we got was.

  • "ensure that when firing a weapon and switching, players who move a short distance are no longer forced to use the full wield delay and can fire much more quickly."
    Source: https://www.seaofthieves.com/release-notes/2.9.1

    Therein lies the bug that currently exists. This phrase indicates that the full wield delay is not meant to be forced upon a player who moves "a short distance." The problem is- if that "short distance" is made in less than 1 second then yes- the full wield delay IS forced on the player. As consequence you are penalized with a 1 second delay if your arbitrary "short distance" is not long enough.

    This can happen to anybody.. even a brand new player not attempting to do any exploits.. and the expectation is that you will be able to fire the same speed as someone else. Every single time.

    This wording indicates that the fix to the bug is accomplished by allowing the ADS animation to play DURING the wield animation - thus interrupting it - when the "arbitrary timer" expires. (The timer, which I will call Ready-To-Fire, is based on the length of the wield animation: 1000 ms) This results in no one shooting faster, or slower, than they should be able to and an outcome you can predict happening every time.


    What would the partial - half wield animation after the arbitrary timer expires look like? Easy - this is already what happens when you sprint and ADS mid-wield when your gun is in a ready-to-fire state. It's smooth and clean.

    https://www.youtube.com/watch?v=GMc-8pjs58Y

    Here the full wield animation doesn't play out - it begins to play then blends into the ADS animation because the weapon is ready-to-fire.

  • @bleu-solo

    You’re still missing the point that when a player is sprinting they are supposed to be unable to do any other action.

    Therefore if you shoot a gun, swap to your secondary and then immediately cancel the wield animation by sprinting you never allowed your secondary to reach a ready state because you chose to cancel the animation in exchange for the ability to sprint.

    You want the ability to sprint freely and as long as you’re not within the arbitrary timer you want the ability to skip the wield animation even though you never had your secondary weapon in a ready state because you swapped and sprinted before the wield animation finished.

    Once again if a player is sprinting that is all they are doing nothing else sprinting is supposed to cancel animations.

    Your argument is that the only reason wield animations were implemented was to prevent two shots in quick succession.

    My argument is that sprinting should never bypass an animation but instead cancel it.

    If Rare only wants to prevent players from skipping the wield animation for a brief moment after firing a gun then players should not have to sprint first to blend with the ads animation as you say. The game should just let players interrupt the wield animation by ads’ing or firing as long as they didn’t just fire their other weapon a moment ago no sprinting required.

    If Rare wants the wield animation to not be able to be skipped then ensure that sprinting cancels any wield animation rather than bypassing it. Once a player stops sprinting the wield animation will restart.

    My opinion on how wielding guns should work is that if you do not have a weapon in a ready state you should not be able to interrupt/skip/bypass a wield animation. (This is currently not the way it works)

    Once you do have a weapon in a ready state however you can sprint as much as you want and the moment you stop sprinting you can immediately interrupt the wield animation via ads or firing the gun. (It already works this way no changes are needed)

  • @eastthread51441
    I don't want to do too deep into some of the same arguments we've been having about this as per Look Behind You's advice to

    You are going around in circles, agree to disagree and part ways.

    Sprinting and unholstering a weapon is something that's not only possible, but easy and common to do in real life. Sure there's no animation for it in SOT, but it's implied with the delay that the weapon is being pulled out and when you've come to a stop it's ready to be aimed. The ADS animation still is a pull-out/unholster animation, and is actually more realistic when a target is in front of you - Would you unholster a pistol pointed at the sky when an enemy is in front of you? Or would you unholster the weapon and point directly at your target? If you've pressed the swap button you are right there committing to it being in your hands. Why would sprinting teleport it out of your hands back into it's holster over and over?

    If you're in disagreement with this logic, then I ask.. if we are strict to say: "animations must be played out in full". Then why is it when you swap to the sword, why don't you have to wait for the full wield delay of the sword before you can block with it? Technically that is an animation cancel. There is supposed to be a draw animation, but you've drawn it directly into a block which is something you would try in real life if an enemy is in front of you. Or would you have held your sword at your side first, then blocked? Also, you don't have to wait for the full wield animation to attack with the sword either. Why are these animations with this particular weapon exempt from these rules? Easy answer: It provides a smooth experience, expected results, and functions well on screen.

    Not that the game is supposed to be hyper realistic - but expected results is what keeps players new and old feeling connected to the weapons they are using. The unexpected is just clunk.

  • @bleu-solo

    The game allows sword users to block immediately without waiting for the sword wield animation to finish because blocking is for defense not offense.

    We aren’t going in circles. You might think so but I’m trying my best to explain things in language others will understand clearly.

    I don’t see any messages from a mod. I probably have them blocked.

  • @eastthread51441

    The game allows sword users to block immediately without waiting for the sword wield animation to finish because blocking is for defense not offense.

    And what do you say about being able to attack with the sword before the wield animation has finished and fully rested? That is an offensive move that is essentially an animation cancel.

    By the way - I'm not trying to turn this into a sword user versus 2 gun user debate - and not trying to say that you are either. I'm just using this as an example to point out some flaws in the argument that all wielding animations must complete in full for it to be a valid move.

    From the developers own words back in 2018/2019, the wield animation was put in place to put a time delay in between the first shot and the second shot. That's it. Also from the developers words in 2023, there was (and still is) an unintended wield delay when moving over a short distance. This is the intended outcome, however it still exists - which is the reason for the original posting and the bug report I submit.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441

    The game allows sword users to block immediately without waiting for the sword wield animation to finish because blocking is for defense not offense.

    And what do you say about being able to attack with the sword before the wield animation has finished and fully rested? That is an offensive move that is essentially an animation cancel.

    By the way - I'm not trying to turn this into a sword user versus 2 gun user debate - and not that you are either. I'm just pointing out some flaws in the argument that all wielding animations must complete in full for it to be valid.

    From the developers own words back in 2018/2019, the wield animation was put in place to put a time delay in between the first shot and the second shot. That's it. Also from the developers words in 2023, there was (and still is) an unintended wield delay when moving over a short distance. This is the intended outcome, however it still exists - which is the reason for the original posting and the bug report I submit.

    I’ve already told you that the sword wield animation feels less clunky and more fluid and you hit the nail on the head there when you said the sword wield animation doesn’t come to a rest like the gun wield animation does before you can ads or fire a gun. That is exactly the clunkiness that needs to be trimmed, the coming to a rest part of the gun wield animation.

  • @eastthread51441
    Now we've come full circle that trimming the animation would mean cutting the time in between shots - aka quickswapping speed would be back - and the developers do not intend the gun to fire that fast.

    Why is it that the sword wield doesn't come to a full rest? Because it's animation is being canceled or "blended" with the attack animation. Why would they do that? Because it helps the weapon feel smooth and reactive. You press the button and it does the thing you want.

  • @bleu-solo

    And once again the developers can offset the trimming of the wield animations by adjusting the ads or post firing animations. It is possible to have more fluid gunplay whilst maintaining weapon combo ttk with a little imagination and ingenuity.

  • @eastthread51441
    And what happens when you don't ADS? When you hip-fire; what speed will you shoot? At the end of the wield animation which you propose to make faster. Meaning that you can shoot faster than ever.


    It is possible to have more fluid gunplay whilst maintaining weapon combo ttk with a little imagination and ingenuity.

    Yes, by following through with the developers intentions which they have made clear. Removing the unintended wield delay when moving over short distances.


    I must ask again: Why is it that one weapon is allowed to do it but another cannot? According to your rules.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441
    And what happens when you don't ADS? When you hip-fire; what speed will you shoot? At the end of the wield animation which you propose to make faster. Meaning that you can shoot faster than ever.


    It is possible to have more fluid gunplay whilst maintaining weapon combo ttk with a little imagination and ingenuity.

    Yes, by following through with the developers intentions which they have made clear. Removing the unintended wield delay when moving over short distances.

    Weapons don’t have perfect accuracy when fired from the hip so that’s the trade off. If you want accuracy you wait for the ads animation.

    The devs chose to give the sword a shorter and therefore more fluid wield animation. Ask them why they did it.

  • @eastthread51441

    Weapons don’t have perfect accuracy when fired from the hip so that’s the trade off. If you want accuracy you wait for the ads animation.

    Sure that might stop a sniper.. but do you think that will stop a blunderbuss hipfire to the face? How about a hipfire pistol, or double barrel pistol across the ship. People will be killed faster than ever.


    The devs chose to give the sword a shorter and therefore more fluid wield animation. Ask them why they did it.

    The wield animation doesn't finish playing and you can attack with it. The animation is canceled by definition.

  • @bleu-solo said in Weapon switching still isn't fair - Here's why:

    @eastthread51441

    Weapons don’t have perfect accuracy when fired from the hip so that’s the trade off. If you want accuracy you wait for the ads animation.

    Sure that might stop a sniper.. but do you think that will stop a blunderbuss hipfire to the face? How about a hipfire pistol, or double barrel pistol across the ship. People will be killed faster than ever.


    The devs chose to give the sword a shorter and therefore more fluid wield animation. Ask them why they did it.

    The wield animation doesn't finish playing and you can attack with it. The animation is canceled by definition.

    You forget about the third animation every gun has the post firing animation. Every gun has one and it can be essentially cancelled by double tapping the stow button. The devs can easily play around with this animation to keep the intended weapon combo ttk if they make the animation unable to be canceled.

    The developers chose to make the uninterruptible part of sword wield animation shorter is what they did. You can attack with the sword much sooner than you can with a gun assuming you do not bypass the wield animation. And that’s why guns feel clunky. And what’s why I suggest trimming their wield animations.

    You admitted yourself you think the difference between the old quick swap and now is only 250 ms. The devs could easily shift 125 ms to the ads animation and 125 ms to the post firing animation and the result would be a faster wield animation so less time you have to wait until you can hip fire or ads in exchange for a tiny bit longer ads animation and a tiny bit longer post firing animation before you can reload/stow the weapon or swap to a different weapon.

    It’s just moving puzzle pieces around so all that delay isn’t primarily felt during the wield animation.

    Of course I can go back in time in my notes when I figured out how much an advantage quick swapping gave by analyzing video and counting frames:

    Hipfire Blunderbuss + ADS Flintlock: 1.43s (-0.37s, 21% faster)
    Hipfire Blunderbuss + ADS EoR: 1.4s (-0.50s, 26% faster)
    Hipfire Flintlock + ADS EoR: 1.45s
    ADS Eye of Reach + ADS Flintlock: 1.77s (-0.53s, 23% faster)

    And I’m showing a difference of 370 - 530 ms so you’re very likely underestimating how much of an advantage quick swapping provided.

  • @eastthread51441

    The developers chose to make the uninterruptible part of sword wield animation shorter is what they did.

    So the sword is special and is allowed to animation cancel. All other weapons must fully draw before being usable. Got it!

    https://youtu.be/KT4QUzCykmM


    How about instead of making animations shorter they do what they intended, and get rid of the "unintended wield delay when moving over a short distance." As this is the simplest way to fix the issue at hand with the least knock-on effects of attempting to redesign the whole code and involving the animation team to redo the animations. It can be accomplished the fastest and easiest.. I reckon it can be accomplished with 1 or 2 lines of code and it's what they wanted to achieve!

    # pseudocode
    
    //ReadyToFire being the 1000 ms timer (which is the length of the wield animation)
    
    if (ReadyToFire && KeyDown == ADS_Button)
       AimDownSights();
    
  • @bleu-solo

    The unintended wield delay you speak of is simply the gun wield animation that you think you should be able to skip while sprinting when sprinting is supposed to stop any other action from occurring.

    Why can’t I pull out my food, press RT and immediately sprint and then get my heal?

    Because I chose to sprint which canceled my eat.

    Why should you be able to fire a gun, swap weapons and immediately sprint and then get to skip the wield animation and ads and/or fire your secondary weapon with no delay?

    When you chose to sprint you canceled your secondary weapons wield animation and therefore never readied the weapon. Why should you get to skip the wield animation?

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