@mintharp184509 said in Remove the weapon unstow animation for guns and remove the firing lock during ADS animation:
Removing them entirely is unnecessary and plus there has to be a stow animation since you can stow weapons and equipment.
The stow animation isn't an issue as it doesn't actually lock you out of doing anything and most of the time you stow your weapon without even seeing the animation anyways.
What they could and should do is de-clunk all of the animations in the game by removing the weird pause at the end of them.
When you go to pull out a gun it rises up from the bottom of the screen then sort of lowers a tiny bit and rests - there’s this momentary awkward pause where you can not ADS when you feel like you should be able to ADS.
The same thing happens when digging up treasure. When you get towards the end of the dig animation there is this awkward pause again delaying you momentarily where you have to wait to dig again.
Hint: Remove the awkward pauses from any and all animations.
Then remove the ability to sprint cancel the stow animation meaning if you choose to sprint you will first have to unstow or ready your weapon/equipment before you can use it but the awkward pause at the end is now gone.
This is a really bad idea and doesn't solve the actual issue here that makes the guns feel clunky which is that the unstow animation prevents you from doing certain actions. Right now the animation can be canceled by sprinting and this was not an oversight by the devs- when they were adding these unstow animations they actively made a decision with patch 1.4.5 because the alternative felt horrible. Even if you removed the endlag on the animation it would still feel terrible. All players will naturally cancel the unstow animation by sprinting, not just double gunners who actively choose to do it.
Also none of this addresses the fact that the unstow animations were added explicitly to nerf the original version of the quick swap, but this isn't necessary any more since there's now a hardcoded cap on how fast you can fire two consecutive shots. If you just remove these unstow animations not only will gunplay feel smoother for everybody but sprint canceling will no longer be worth doing. This is honestly probably the only way you're going to actually remove the "sprint cancel" in a way that won't feel bad for everybody, removing it like this probably won't bother people who use it either. (I sprint cancel and am asking for these changes)
@magus104 said in Remove the weapon unstow animation for guns and remove the firing lock during ADS animation:
Even worse than the weapon draw delay though is not being able to animation cancel the digging. Its hard to describe just how good it felt to speed dig. Left click, x, x, Left click... As a solo slooper 100% of the time now it just feels disgusting having digging take twice as long as before specially when the chest is a deeper one. If solo sloops had a max of 2 digs to unbury things that might be ok but when you have to dig like 5x without speed digging thats like 10x the time it used to take. Its so dang slow now that i find myself just reading stuff on another screen while i spam the dig button because its just wasting my time at this point
Like every game out there though when someone finds an exploit then abuse it. So people using macros to more easily circumvent bad game design choices seems to be something rare might not agree with but they figure its such a small % of the player base that its fine. A lot of these nerfs seemingly were made for the sake of arena though. Considering they deleted that mode maybe some quality of life combat changes would be nice. Heck even slashing skeletons doesn't have an impact any more. I don't recall fort skeletons being so brutal in the past your attacks would have more impact. Like hitting them would stop them eating now I think it only happens when you actually knock them back when it used to happen just on a normal hit. Slashing a group of melee skeletons (without swords) and you just get torn apart.. Like I used to be able to tear through them. The last 2 forts I have done were FoF so obviously those guys are scaled up a bit more. But even then like the movement speed you can barely back away and charge a sword lunge because they move so fast and they can interrupt your lunge so easily being so fast. The combat feeling so bad has me using firebombs as much as possible. Skeletons are annoying as hell. It's weird but when I am not on a voyage and skeletons spawn that only take 2 hits... That feels AMAZING. I love that so much it just feels good... They are weak and frail... Like you would expect a skeleton to be. But then you got something like an athena skeleton that can take 9+ hits if they manage to eat or 1 with a keg and if you want to save the keg shoot them like 4x in the legs...
I'm not sure they ever balanced around Arena, the gamemode was routinely broken by balance updates that were rolled out and was neglected for years before it got removed- when they added the Disney update everyone was baffled by the fact that Sirens were spawning in Arena. Shovel canceling was actually only removed because the changes they made to bucket canceling effected all equipment. I hate that bucket reg is now a thing and bucketing feels so clunky now (it could use some further tweaks IMO) but in retrospect removing the bucket cancel was absolutely necessary, I can't imagine how bad naval combat would feel if ships were as tanky as they are now and could still bucket cancel.
You're right about combat feeling bad in general especially when fighting PvE. Enemies in this game have always felt like weirdly unresponsive bricks with too much HP and the sword is particularly egregious and unsatisfying to use. There's a reason a lot of players just don't even really engage with the PvE at all these days. I really wish there was a general update to the game feel of fighting enemies, along with some other changes like maybe adding a new enemy type on Athena voyages instead of just increasing skeleton HP which feels awful.