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Do you have the attention span of a goldfish? Oh wait, you relied on animation exploits.
"First of all yes technically it was a bug and yes technically it was an expliot to use it in this way but guess what - loads of mechanics are spawned like this just look at rocket jumping, or warp speed bunny hopping, theres blocking while reviving in vermintide, the spy was born out of a glitch that had a players name in the wrong teams colour. These are all fun mechanics that were spawned out of bugs that were FUN and that developers left in their game and even included in future instalments."
holy ♥♥♥♥ you accuse me of having a short attension span yet you didnt real THE FIRST point i mentioned. how ♥♥♥♥♥♥♥ ironic.
Thats a big ♥♥♥♥♥♥♥ LUL if i ever saw one.
I have a lot of free time now...
Speaking of - anyone know any other co-op AI games that are any good? i dont really wanna go back to KF1 or L4D2...
GTFO the game looks pretty decent though, Dauntless is fun but it and MHW dont scratch the same itch KF2 did.
Like seriously, i don't get what's so big of a deal, it had no reason to exist and if majority wants to bug back, there is a high possibility that TWI will bring it back, you just gotta gather people to agree.... hold on, scratch that, it's already happening
It'll just take 3 months to bring it back, because Gorefiend was broken on beta aswell and he remained broken til Summer Sideshow
That's actually wrong as well as rude for no reason. If you can pull off a reload cancelled support boomstick combo versus an FP or SC, which is relatively hard to do, then you most certainly can kill both big zeds with intended mechanics, a.k.a. no reload cancel.
Killing a Scrake with a boomstick as a support is trivial. You run up to him as close as you can, you attack him before he starts the attack, move back and repeat, two shots and he's dead. It's pretty mind-numbing and every support knows this basically. The 2-reload-cancelled HS combo was infinitely harder to do and it did provide an advantage, it allowed you to kill the SC much faster, but at the cost of being a lot more risky and taking a lot of practice to do it consistently. One small mistake on your reload cancel or when predicting the SC's animation would lead to you getting some severe damage and possibly getting killed.
So no, players that used reload cancel did not depend on it to be good players. They could do it consistently and they could perform better than their counterparts at killing big zeds, at the cost of having a riskier gameplay style and having to practice to master the techniques.
First of all, it's GoW (Gears of War), not GoA. Second, what the ♥♥♥♥ are you talking about? If you can provide a source where it says that Active Reload was added because it was fun, then I'd appreciate it.
Also, the punishment was that your gun would jam and you wouldn't be able to fight back until un-jamming process was complete. You could still roll and run while the animation played out.
The basic reload cancel technique (Hold M1 + Bash) is easy to do. The one he's referring to is the Boomstick reload cancel, which itself is not that hard, but actually using it correctly in combos requires quite a bit of practice. That's where the high risk-high reward gameplay comes in. You could kill a Scrake or Fleshpound very quickly using only the Boomstick, but it required good coordination, aim and animation memorization. One insignificant mistake and you could easily die.
There are other games with this mechanic, dauntless the hammer shotgun the ONLY reload is a minigame like the GoW one and if you fail it you get a long reload and remain stationary and get ♥♥♥♥♥♥ low damage ammo and you cant reload until you use it all...
Also most features are added to enhance the players experience and for them to enjoy themselves. Risk and reward go hand in hand, high risk high reward mechanics are usually prefered as they are satisfying to pull off. low risk high reward are are considered OP which can get boring / stale (look at railgun/M99) and high risk low reward and considered UP and because of the low reward dont feel as satisfying to use an example of this would be most survivalist combos.
The risk of reload cancelling (hold M1 quickly tap bash to fire 1 round) was if you do it too early you ♥♥♥♥ up and have to reload again which means you spend more time reloading. The reward was shortening your reload time as well as feeling increadibly fluid and natural - you see ammo in your ammo counter and you can shoot no waiting to shoot the ammo in your ammo counter...
Tbh maybe it was too strong and maybe there should have been a harsher penalty for ♥♥♥♥♥♥♥ it up but thats no reason to remove it. Especially if we are talking about reload cancelling from a balance perspective - why remove it when you are adding 2 stupidly OP insta killing guns in the same patch as well as an upgrade system that flips balance on its head? like why suddenly give a ♥♥♥♥ about being able to reload your pistols 1 second faster?
idk it leaves a bad taste in a lot of the CD communities mouthes.
Reload cancel eliminated any risk involved when taking out big zeds.
I am happy it was removed, but also disappointed.
Not really. Actually, reload cancel encouraged a more high risk playstyle, where a quick big zed kill was the reward. Examples of this are a whole array of Support Boomstick combos, reload cancelled hipfire Railgun shots on Fleshpounds, a multitude of RPG-7 + C4 combos, as well as Commando, SWAT and Medic emergency combos against Fleshpounds.
As you can see, these do involve a lot of risks, even minor mistakes could mean having several raged big zeds running around and causing utter chaos. It did not eliminate any risk, they gave you a tool to deal with big zeds if you practiced enough and didn't screw up.
The mechanic itself is not difficult to do, but the combos that involved its use were.
Had no reason to exist... in a fast-paced game. If it isn't really affecting the game as much as you say, then there def shouldn't be a problem to have it in the game in the first place.