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PostPosted: Fri Apr 05, 2013 4:44 pm 
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This is important. If the knife can't be used as a last-ditch attack, what can we use it for?

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PostPosted: Fri Apr 05, 2013 6:27 pm 
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Knife is great for killing enemies who are reloading near you.


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PostPosted: Fri Apr 05, 2013 8:45 pm 
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Maybe I should clarify. I meant that using the knife should interrupt your own reload animation. Currently, if I begin reloading my MG and an enemy charges me, I'm a sitting duck until the animation finishes playing. What I propose is letting the knife animation interrupt the reload animation.

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PostPosted: Fri Apr 05, 2013 9:04 pm 
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I am pretty sure pasik got what you meant.
And as he said it's on purpose that you can't cancel the animation.
For MG carrier you just have to be a bit more careful to not reaload near the enemy.
In PvP I often kill people because they reload at the wrong time which gives me some time to melee assault them, that's a fun thing imo :)


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PostPosted: Sat Apr 06, 2013 12:19 am 
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The inability to cancel reloads incentivizes more tactical behavior. I wouldn't want to change it as long as we still have unlimited ammo. :(

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PostPosted: Sat Apr 06, 2013 5:11 am 
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harrified wrote:
The inability to cancel reloads incentivizes more tactical behavior. I wouldn't want to change it as long as we still have unlimited ammo. :(


Actually this would be cool if we got magazines as items when (if?) limited ammo comes.
You can knife while you reload but then you drop your magazine and have to pick it up again.

As for now with unlimited ammo I too think it should stay as it is.


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PostPosted: Sun Apr 07, 2013 1:26 pm 
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Having non-interruptible reloading and cycling animations takes away your options and doesn't let you react to changing conditions. I can't see why this should exist. Wouldn't it be better to add actual tactical depth instead?

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PostPosted: Sun Apr 07, 2013 4:35 pm 
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Doesn't it actually add to tactical depth as it is? Your choices are restricted so you need to plan rather than react in this case.

If someone is going to get to a stabbing distance when your weapon is empty, you could wait a bit to stab him then reload? Or, retreat and reload.

I think it's great that reloading is a commitment, it also signals other players that you've made the commitment, so you will be in trouble for a while making you a target.


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PostPosted: Sun Apr 07, 2013 6:39 pm 
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Here is a small trick for those who got knifed while reloading. If you change your stance from prone, you cancel reloading. It is good idea to leave at least 5 rounds in clip for reload cancel surprise. 8-)


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PostPosted: Mon Apr 08, 2013 6:05 am 
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MrNuckFuggets wrote:
Having non-interruptible reloading and cycling animations takes away your options and doesn't let you react to changing conditions. I can't see why this should exist.

Because [unlimited ammo + no reload cancel] requires more thought from players than [unlimited ammo + reload cancel].



Quote:
Wouldn't it be better to add actual tactical depth instead?

Limited ammo would be nice, but for now the system helps to counter tardplay with what we have.

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