A short rant about PC Auto-run
First I'd like to start by clarifying I do not play on console, and understand some design decisions are made to maximize cross-compatibility of development across platforms, saving time to address more important issues than title above.
That said...
...OH MY GOD PC auto run is driving me insane.
Why can't it just get a dedicated keybind?
And why does it need to shut off when I press any other input or bump into walls?
I get the guiding philosophy it stop as fast as possible if they player needs to react to a spontaneous firefight,
But if you wanted to make auto-run predictable, MAKE IT ONLY SHUT OFF WITH A DEDICATED BUTTON.
like 'Walk_Forward', the ONLY input you explicitly need when you're NOT using auto-run.
In fact, Double tap forward to auto-run becomes a BIG problem when you're in a cover-shooting fight and need to micromanage your footing. I can't count the number of times I've been in a pitched sniper duel or some close quarters scuffle and randomly SPRINT OUT OF COVER INTO DEATH because I taped W twice in slightly too quick succession.
and for SOME REASON if you double tap but hold forward down on the second input it'll WAIT until you release to start the auto-run. I bet it's because forward's supposed to be one of the buttons that stops auto-run but devs don't want it to accidentally shut off immediately. Fair enough. Not so fair when I'm trying to run normally, don't realize I'm auto-running, then let off W and RUN INTO DEATH AGAIN because I ran straight past the doorway I wanted to stop in front of.
I've used autohotkey to implement many different types of autorun into dozens of other games I play, because I have bad hands that strain easily. the hard lesson I've learned from that is LESS IS MORE.
Dedicated keybind to turn on. Press the button, it turns on, no matter what. does one thing and one thing only. Simple. Easy.
W to turn off. Doesn't matter what you're doing, if you're in a vehicle, prone, ADS, hell even chat. whatever. If you TOUCH W, it shuts off. Done.
Very simple from a coding perspective, very simple from gameplay.