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 Shot delay occurring after reload. 
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Joined: Thu Jun 11, 2009 5:17 pm
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Post Shot delay occurring after reload.
Whenever you reload a weapon in Cortex Command there is a delay (equal to the weapon's shot delay) that takes effect between the end of the reload and the point at which the player can actually commence firing. Obviously it is more noticeable on weapons with slow firing rate. Prominent examples include the Revolver Cannon, Heavy Sniper Rifle and Uber Cannon.

This is bad for two reasons.
  • It extends effective reload delay beyond the intended time. This does not bother me personally, but I am aware that there are many people here who do not appreciate long reload times.
  • It causes the game to give false feedback. Weapons with slow firing rates are not always able to fire when the game indicated that they can. This can be most irritating.

I have seen this mentioned before, but only in passing. It would be much appreciated if this could be fixed. Unfortunately I am not sufficiently familiar with the internal mechanics of Cortex Command to offer any practical advice on how this would be done.

Thanks.


Thu Jun 25, 2009 6:42 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Shot delay occurring after reload.
Yeah, it's just an issue with how Data does RateOfFire.

RoF is supposed to be calculated by minute, meaning a full auto weapon with enough magazine size would fire the number of shots indicated in one in-game minute.

This ends up being weird, and below about 200 there's noticable input lag.

It shouldn't be too hard for Data to fix, if he does fix it.


Thu Jun 25, 2009 6:53 am
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Post Re: Shot delay occurring after reload.
I only noticed that with REALLY slow fireing weapons, like the uber cannon...

Look at it this way, after inserting the magazine, the unit is cocking the gun, making it ready to fire.
Using some imagination, you can overlook most of CC's issues.


Thu Jun 25, 2009 7:04 am
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MaximDude wrote:
Look at it this way, after inserting the magazine, the unit is cocking the gun, making it ready to fire.
Using some imagination, you can overlook most of CC's issues.

No amount of imagination will cause me to overlook the issue that the game is telling me my weapon can fire when in fact it cannot.


Thu Jun 25, 2009 11:39 am
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Post Re: Shot delay occurring after reload.
I don't really get bothered by that gap as imagination does get me through, but every gun's reload goes 'shk...(extremely long moment of scilence)...chik chak...(then another moment of scilence before you can fire)'. Needs cocking sounds BADLY.


Thu Jun 25, 2009 1:43 pm
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Post Re: Shot delay occurring after reload.
Why didn't anyone bring this up in the Long Reload Times thread? Certainly this was the cause of the OPs complaints.


Thu Jun 25, 2009 1:44 pm
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Post Re: Shot delay occurring after reload.
The Decaying Soldat wrote:
I don't really get bothered by that gap as imagination does get me through, but every gun's reload goes 'shk...(extremely long moment of scilence)...chik chak...(then another moment of scilence before you can fire)'. Needs cocking sounds BADLY.


Not a problem.
Since there is one one ReloadEnd sound in CC, you simply need to open it in Audacity, take a bolt pull sound from CSS, and just shove it at the end after a small moment of silence.

I can post the edit if it is needed so badly.


Thu Jun 25, 2009 7:47 pm
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