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.
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.
Attachments
Last edited: