First of, thank you for as far as I can see, starting to become more transparent again with your statements and taking the time in
genuinely making better fixes for problems instead of just dirtily/roughly patching them, truly and genuinely.
Now, Quick Swapping:
Again, thank you for letting us know it's staying in until a good balanced patch is found that does not influence movement negatively: So it doesn't become clunky.
I personally think that this iteration of Quick Swap is not as good as people make it out to be.
Is it as fast as Pre-S10 Quick Swap .. ?
Yes, it is. But:
It's still just as inconsistent and Clunky as any technique that (With timing) removes all the time needed for unecessary animations
inbetween 2 shots (Delay swap or 2x Sprint Cancel Method) to shoot 2 guns slightly faster than with the Normal swap (In the same server)
I'd give it a success rate of about 8 out of 10 on most servers.
The fix that was initially introduced was SUPER Clunky- And with it's second iteration only got mildy better.
I would ask for that fix to be undone and return to the Pre-S10 Quick Swap and See from there with the community how and if the .3-4s between 2 shots (Of the OLD GUNS), really bothers
you that much to be revised and thought of a solution that doesn't end up losing the smooth transition, making it clunky in the end.
Don't get me wrong, I love the speed- I don't mind the speed that Quick Swap gave and will be giving us again for the time being.
But this second iteration of an Actual unintented way of swapping/ and shooting quicker than intended is NOT less clunky than
Delay swap (Timed animation cancel between 2 shots) in terms of Success.
I hope in your way to more transparency and actual "Noticeable" effort in upcoming fixes you will reconsider dirty and frankly,
bad implemented fixes like the "S10 Quick Swap Fix/Patch" to be revised.
Normal swap has a lot of Inconsistency too. A lot of players probably will know what I'm talking about.
There's genuinely a difference in time consistency between a "Good" and "Bad" performing server for time between 2 shots (For double gun, mainly)
These differences translate to the inconsistencies seen in "Delay swap or 2x Sprint cancel" methods aswel.
In normal swap it results in a slower time between 2 shots.
In an Animation Canceling method such as Delay Swap or similar methods it results into us having to be forced to go through the whole Animation again,
having to sprint cancel it once more after realising- ending up in a very clunky transition and frankly, thoroughly bad feeling moment as we are not able to ADS our gun(s).
As a final statement I'd say one of your Main Reasons to removing "Quick Swap" was that it was one of the most Reported as "Cheats".
I'm very confident in saying, this hasn't changed- On the contrary. You're probably receiving just as much + more right now in the same category.
Shots have gotten harder- and even less believable if they do hit. And people can still fairly consistently hit 2 taps that seem indistinguishable from Cheats to most Casual Players.
@xB0NAx
Personally, I think you should drop the war against the quickswap and just focus in real issues. With or without the quickswap, high skilled player will always outplay casual gamers.
I definitely agree with this point and as an addition to why at least for now the "Pre-S10" Quickswap should be considered to be brought back.
@BootyBlasty
I'd say the difference is that Quick swap was an unintended effect, while the keg technique is something that the tools naturally allows for. That's why they're still monitoring the Keg play, to see if what they've allowed their tools to do would break the dynamic
I wouldn't say it was an "Unintended effect" as much as Rare makes it seem, they introduced "Sprint Canceling" or "Animation canceling" in general, way back, intendedly so, which inadvertadly allowed players to do what they did as there was no "Hard Timer" between firing guns at the time other than the Animation itself.
So at the very most I'd call it an "Oversight".
@Xeriel
Instantly killing another player removes any opportunity for counter-play, which makes fights shorter and less interesting. There needs to be some lower limit on time-to-kill, and the devs need to be able to control and adjust that time. Techniques that bypass it affect the intended game balance.
Although I agree with the initial statement that the devs "need to be able to control and adjust min and max for time-to-kill".
Currently, TTK's are all over the place.
Even though clearly exaggerated, your use of "Instantly killing another player" is a bad choice in your analogy.
There's multiple ways to kill a player within a 1s timeframe, right now (With 2 Equippable Weapons), one of which would be Double barrel (Charged shot) + Knife stab, which can be done in less than I'd assume .7s counting from the Charged Shot.
This is not a reason, not anymore. TTK Has significantly reduced (With certain methods and combinations) since S12.
TLDR: Thank you and genuine appreciation for the increased transparancy and effort in Fixes as of Late.
In my opinion it is far from Fair to calling Quick Swap an "Unintended feature" or worse, a "Bug" as it was a pretty forseeable "Feature" to be introduced with the
aimed "Animation Canceling" update for 2 guns as at the time there was no hard cap "Aim Down Sights" timer between 2 shots.
People saying stuff like "SoT is not Call of Duty"~ This is not an argument and not even a comparsion that should be made.
Ideally, Gameplay should still be as fluent as Developers could make it and Animation canceling is the answer not the enemy, regardless of shooting speed because of it: It should be tackled differently.
My honest opinion on the matter is: Reconsider introducing the Pre-S10 Quick Swap, or rather Undoing the Fix for Pre-S10 Quickswap.
It wasn't necessarily about the speed in my opinion but the smoothness of transitioning between 1 gun to another (Or any weapon for that matter) as still between (Sword + Gun)
Appreciate the work as of late and hope it continues!
Thank you, genuinely.