BugReportEnthusiast Posted February 28 Share Posted February 28 This is a problem when using the revolver. Here's a clip from an unrelated video from another game that explains the problem Brother.mp4 1 Link to comment Share on other sites More sharing options...
JackTrysGames Posted March 19 Share Posted March 19 The only weapon you'd need this with is the Revolver, and even then, why would you be slam firing downrange? Link to comment Share on other sites More sharing options...
BugReportEnthusiast Posted March 20 Author Share Posted March 20 17 hours ago, JackTrysGames said: The only weapon you'd need this with is the Revolver, and even then, why would you be slam firing downrange? ... To kill things faster?? When a moose or a wolf is charging me, i want to be able to hammer out shots without my weapon seizing up out of nowhere Link to comment Share on other sites More sharing options...
Cr41g Posted March 25 Share Posted March 25 I don't really see a problem with an accurate depiction of a double action revolver. The revolver doesn't fire when you pull the trigger, there is a lapse as the cylinder has to turn to the next available cartridge and the hammer pulls back.... then when the cylinder is in position it releases the hammer and fires the shot.. Link to comment Share on other sites More sharing options...
BugReportEnthusiast Posted March 25 Author Share Posted March 25 1 hour ago, Cr41g said: I don't really see a problem with an accurate depiction of a double action revolver. The revolver doesn't fire when you pull the trigger, there is a lapse as the cylinder has to turn to the next available cartridge and the hammer pulls back.... then when the cylinder is in position it releases the hammer and fires the shot.. The topic i originally posted has absolutely nothing to do with what you just mentioned. First of all, the current implementation of the revolver is not an accurate depiction of a double action revolver. In game, the bullet will fire as soon as you click the button, without any delay. So i have no idea why you describe the TLD revolver as a realistic depiction of double action revolvers. Secondly, i am not suggesting allowing players to spam shoot the revolver by clicking really fast, if that's what you thought i meant. That's not what an input buffer does. Thirdly, this feature is a vital quality of life improvement in any game that has semi automatic weapons. Yes, TLD is not a shooter game, of course. But that doesn't make it a good idea to make the weapons in it feel clunky, inconsistent and unresponsive when used Link to comment Share on other sites More sharing options...
Cr41g Posted March 25 Share Posted March 25 I was suggesting that it was more accurate because it takes time to cycle to fire a second shot and that you cannot spam fire... I realize the implementation is backwards.... the weapons are clunky and unresponsive I would imagine as they are based on much older models. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now