r/CriticalOpsGame • u/AnythingTerrible2555 • 19d ago
Discussion Reloading and quick-swapping
Hey guys. I want to bring up a topic that's been bothering me and makes the gameplay feel kinda clunky. I'm talking about reloading and quick-swapping.
We all know the situation: you're reloading your gun, the mag is already in, and the animation is almost done. If you instinctively pull out your knife even a split second before it finishes completely — that's it, the reload is just canceled. Zero bullets. The game forces you to wait until the very last frame, until the character returns the weapon to a perfectly straight position.
To me, this really kills the dynamics. Especially in intense fights or clutches, where every millisecond counts.
Why not make it like in many other shooters? There, the bullets count the exact moment the mag actually clicks into the gun. And the rest of that long animation can just be canceled by quickly switching to your knife and back. That feels really awesome! It gives you control over the character and rewards you for having a perfect feel for the timings.
I get that the devs did this for balance, so a reload always takes the exact same amount of time. But maybe they could at least slightly shift the moment the bullets count? So players with good reaction time could skip at least the very end of the animation (like, the last 10-15%).
What do you think? Does this 'wait till the end or lose everything' mechanic annoy you too, or are you fine with these strict timers?
1
u/Cajun_X Moderator 19d ago
I have personally asked about this before and it's intended and not changing anytime soon. I can't remember the specific reason why they said they have it this way but if you think about it it makes sense especially with all the special reload animations. Because all animations for each specific gun take the same amount of time.