I know this might not be the easiest realistic request, but it is at least realistic, and not just a retarded idea or a repost. If there is one thing that bothers me about this game, it's reloading the automatic/clip fed weapons. If there are any rounds left in the weapon, why do I need to cock/charge after swapping mags?
This affects about half the weapons in the game...when there is a round in the chamber, and a new mag is inserted, cocking the weapon would cause the chambered round to eject, and the round at the top of the mag to be loaded. Instead, the game acts like every weapons is empty when you reload.
This might seem like a small detail, but when reloading is obviously important enough to be a perk for virtually every class, I don't think I need to explain why potentially cutting reload times in half is a big deal. Other than actually being realistic, this would allow a small advantage to people who keep an eye on their ammo, and reload before running out. I understand it would take some work to make a second reload for certain weapons, but I don't think this is the biggest fix requested. especially not when you already have the base reload to modify and cut down.
Weapons affected:
AA12
M14 EBR
SCARMK17
MP7M
Bullpup
AK-47
MAC-10
The pistols would aren't really a big deal, as the slides lock back on reloads, but for the point of realism, you could just drop and replace both mags, if you have a weapon in each one you're holding. Also, the hunting shotgun could be reloaded with one shell.....if we're nittpicking.
Details like this are what keep shooters modern and realistic, as opposed to the arcade shoot-em-ups of the past... It saddens me every time I see one of, if not the best, slow motion reload in a video game ruined by this fact. Not to mention frustrated when I'm backed into a corner.
http://kf-wiki.com/wiki/SCARMK17
This affects about half the weapons in the game...when there is a round in the chamber, and a new mag is inserted, cocking the weapon would cause the chambered round to eject, and the round at the top of the mag to be loaded. Instead, the game acts like every weapons is empty when you reload.
This might seem like a small detail, but when reloading is obviously important enough to be a perk for virtually every class, I don't think I need to explain why potentially cutting reload times in half is a big deal. Other than actually being realistic, this would allow a small advantage to people who keep an eye on their ammo, and reload before running out. I understand it would take some work to make a second reload for certain weapons, but I don't think this is the biggest fix requested. especially not when you already have the base reload to modify and cut down.
Weapons affected:
AA12
M14 EBR
SCARMK17
MP7M
Bullpup
AK-47
MAC-10
The pistols would aren't really a big deal, as the slides lock back on reloads, but for the point of realism, you could just drop and replace both mags, if you have a weapon in each one you're holding. Also, the hunting shotgun could be reloaded with one shell.....if we're nittpicking.
Details like this are what keep shooters modern and realistic, as opposed to the arcade shoot-em-ups of the past... It saddens me every time I see one of, if not the best, slow motion reload in a video game ruined by this fact. Not to mention frustrated when I'm backed into a corner.
http://kf-wiki.com/wiki/SCARMK17