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Sure, it is. But it's not a good solution to let the shot go trough 200ms later. It's also good that you can not rapidly fire a sniper. But it's not good to make it still fire 200ms later. The timeframe where the shot is recorded and done afterwards, in a period of time where the weapon is on "cooldown", is ways to hight.
This is a tricky issue.
With buffering, some shots come out with a big delay, like you describe.
With no (or short) buffering, some shots would not come out at all, because you clicked when weapon is in an unfirable state. Preferably there would be a clear sound to let you know it heard you but the weapon is unfireable.
Im general, its easier for experts to learn the sources of delay and wait, rather than training novices to deal with "ignored" clicks.
They could add a slider for "maximum attack buffering", but i suspect most users wouldn't even know what this is.
- 7 years ago
I think they should take a look at battlefield. It handles it pretty well and is a commonly played game. It's definitely there, but by far not as noticable.
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