Forum Discussion

Re: Issues with Gunplay and Trigger delay

I rely on flick shots and haven't noticed delay, probably your mouse issue or something.

6 Replies

  • So my mouse delays clicking after sprinting? I doubt that. Try it out yourself. I explained pretty accurate how to reconstruct the issues.

    I never said you can not rely on flick shooting, I said that one misclick could break the following shots if there are times exactly.

  • Prupisek's avatar
    Prupisek
    7 years ago
    If i recall right there's a window after sprint where you can't shoot instantly which is actually good idea to prevent shoot sprint mechanic, now you have to slow down at least
  • 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.

  • Prupisek's avatar
    Prupisek
    7 years ago
    From my personal experience its not a issue, it forces you to use walk if you feel like instant shooting will be needed behind corner instead of rushing everywhere with sprint.
  • Kuro466's avatar
    Kuro466
    7 years ago

    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.

  • 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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