@eastthread51441
Yes that's correct.
How it's gone unnoticed for so long is your example actually impacts players less often than the example given in my original post - since most people have their gun ready when they want to shoot their first shot, or they are already coming off a sprint naturally and want to shoot.
If you had to suffer the full wield animation after every time you sprint the guns would really not feel responsive at all and would be extra clunky.
Once again - the ADS animation in itself is kind of like a draw/wield animation and if I were to pull out a weapon in a real scenario - I would pull it out straight into ADS, not to the side/pointed in the sky.. A logical conclusion. The same as the sword can block right away or attack straight away - it's just naturally what someone would do.
So if the developers only intended for the wield animation to be uninterruptible for a brief moment after you fire a gun then why is it that unless I sprint after I begin the draw animation I am forced to wait until the gun comes to a stop before I can hipfire or fire + ads?
Why isn’t the draw animation for guns interruptible like the sword wield animation is as long as I didn’t just fire a shot?
I can only speculate given what information we have heard from the developers on the subject since release. But yes - I believe the draw animation should be interruptible just like the sword when switching so there is no trick needed to get the weapon ready. But I also believe there should be an unskippable delay between first and second shot, where everyone should have the ability to shoot the first and last shot the same speed. During this delay - the wield animation will play, up until the timer has expired the wield animation will blend to ADS.
As you mentioned, some players may not realize this is how it is - and correcting it so that players don't need to sprint to get their weapon ready would be ideal. I think this is a bug left over from 2019 when they first patched OG quickswapping which allowed you to instantly shoot both weapons by adding the wield animation & delay.
Should the full wield delay it effect the first bullet fired? Probably not - otherwise the weapons would feel extremely slow and unresponsive.. some of the battles in high elo hourglass are high intensity, and having to wait a full second to pull out your weapon every time you sprint would impact a battle's intensity.