This new mechanic is amazing! I played Pavlov years ago, and that game has a similar system I felt was done well. It's thrilling to see it done well in ITR2, too.
I'm aware there's another thread about this, but it's locked, so I'm making a new post to appreciate the efforts put in.
Also, for full disclosure, my headset is an Oculus Rift CV1 with stock controllers. My coop partner uses a Meta Quest 2 with stock controllers.
Firstly, in coop, the setting to enable/disable this works per player. Thank you! I love using it, but my coop partner's controllers are too large to use pistols properly, so he has to use the old system. I was initially worried I'd have to use the old system, too; back when the tablet and its holster were not separate items, the setting for which side it was on also applied to the client and overrode their own settings—I like my tablet on the right, but my friend prefers it on his left, so I had to set mine to the left to not inconvenience him. I'm so happy to see this is not the case, and we can use separate systems with no apparent issues. This is a big plus many coop games get wrong.
Secondly, making this a setting was a great decision. I absolutely adore the change, but I see many people don't, so it's great that almost everyone can be happy here.
Reloading pistols, particularly the Makarov, can be a little wonky. I have to rotate my off-hand to get the mag seated, which seems to cause the model to be offset. It's not a problem for me, though, and reloading while getting pimp-slapped by fragments is just as easy as the old system.
-# I'm really bad at it.
We're still relatively early in the coop save, and my buddy and I haven't been as lucky as our beta run, so we don't have a lot of weapons yet. I'll post follow-ups if there's anything I feel needs discussing.
