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After playing Darktide, i've gotten used to rapid weapon swapping for combos.
Well, it makes the game worse and it should change. Specially for the menus
Well, that still does not address the issue of the menus. And even if you can mod weapons to have that, early game weapon swap should seriously be buffed. It is just not fun.
An easy solution would be to let weapon equip animations interrupt each other. That wouldn't make them any faster, but would allow the player to switch between weapons, the grapple gun and the hammer without having to wait for their full animations to play out.
Also, apropos of nothing, but... why does the game have a grapple GUN and a WRIST-MOUNTED grapple? Why don't we use a single tool for both grabbing items and grabbing rings?
I think you hit the nail in the head. Animations should be able to interrupt each other. And I'd love if the grappling hook function was added to the winch. Maybe as a new upgrade. That way you don't have to fumble so clumsily through your inventory for it.
As of right now, it feels like the Winch was a late addition after the game already had the Grapple Pistol.
I'm fine with keeping the pistol as an initial option. By the time we research Grapple Gun 2, though, just make that into am upgrade for the winch and remove Grapple Gun 2 from the game.
I agree. However, I suspect there are logistics issues here. If my gut instinct is right, the developers only added the Winch later in development, not as a standalone tool but rather as a means to enable the Witch Islands questline. That's why it feels like a superfluous system sitting atop everything else.
There is a way around this, however. Junk the grapple gun entirely and replace its functionality with the Winch. Then change the Witch Island quest to be about discovering the rings and the idea of leaving the train. That way we get to unlock the winch early and the quest becomes far less confusing.
Recall that the quest - as it stands right now - unlocks a near-useless winch apparatus. It then pops up a video tutorial instructing players to build and throw rings... for which they don't have a blueprint. It's only later when a Witch Island first pops up that the narrator has to break the fourth wall, with words to the effect of "Oh, right! I knew we were forgetting something!" Then a ghost shows up for no reason and hands the player a several rings, as well as the recipe. I had to Google that, because it's presented SO badly!