(Video) 'Active Reload' fails if used right after a punch.

SardineS

Member
'Active Reload' fails if used right after a punch. Gets put on a long cooldown. Demonstration in video.

Related to this thread. My bad, didn't look through the threads enough before posting.

Either way, I agree with the conclusion written in that thread. If we're not intended to reload during the melee animation - then the reload commands should be ignored by the game until the melee animation is finished. As opposed to queue up an inferior reload command and fail the active reload despite visually being within the 'green' range.
 

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Also experienced this issue, feels dumb that trying to use active reload after using melee causes the cooldown to be forcefully reset and the reload to fail.

If this really is not considered a bug, at least don't punish the player for attempting to activate active reload after using a melee attack. That does not seem fair at all. How is the average player supposed to know that this is intended behavior and not a bug? Just don't let me reload at all while I'm still using melee lol
 
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An easy fix would be to turn the green area red during 'incompatible' animations, but maybe there is a better way.
 
An easy fix would be to turn the green area red during 'incompatible' animations, but maybe there is a better way.
Or just let people active reload anyway. There is a lot management\interaction already with spells and active items in different animation state. Too much times i was spaming "return fire" but was not casting it cos was in melee animation
 
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