Can't switch weapons during reload animation?

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Fedorak

FNG / Fresh Meat
Dec 10, 2010
3
0
0
Main point- like any other game, we should be able to interrupt the reload animation to switch to another weapon. Most games just leave the weapon unloaded unless the animation completes instead of forcing you to bear through it. I searched but didn't find a thread on this, which kinda surprised me.

This happens to me a lot- I'm on the run with zombies hot on my tail, but I'm pretty sure I'll be fine as long as I keep moving. Then, from nowhere, a clot grabs me. I turn to shoot him. The first shot doesn't kill him, and with the second I hear a click and my character decides it's a good time to reload. I try to switch to my knife, but he decides reloading the 9mm is TOO IMPORTANT and makes sure to finish just in case I want to use the pistol in the future sometime (thanks buddy), and THEN he pulls out the knife now that my pistol is loaded. At this point I'm surrounded and totally boned. :(

Is there a reason reloading is like that? I joined to post this because it's been bugging me so much (sorry if I'm making a faux pas). Does anyone else agree/disagree?
 

[GRiM]

FNG / Fresh Meat
Nov 27, 2010
34
25
0
I agree, this has happened to me too many times. I would like it if we could interrupt reload animations.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
Not really a profesional answer to it.

Its either that or allow players to quick swap CSS style where if the reload animation isn't complete then the weapon isn't reloaded.

The problem with that is alot of times (like I find in CSS) you reload your weapon, think its about done, swap to your alternative weapon, only to find out later that you swapped too soon and have no bullets when it really counts.

Manual reloads seems the best solution to me.
 

Salad Snake

FNG / Fresh Meat
Aug 2, 2010
875
148
0
32
Honolulu, Hawaii
I agree that the auto-reload is pretty unrealistic. No one would seriously finish a reload with a 9 foot behemoth charging toward them. They'd switch weapons.

Manual reload would be the best course for rectifying this "feature".
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
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Scotland
Adds an extra element of challenge to the game for me. I say keep it the way it is. I'm able to cope.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
I'm going to agree that the best (if only temporary) solution would be to have an option to disable auto-reload. It's certainly the easiest solution for TWI to implement.
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,460
2,502
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Canada
I'm going to agree that the best (if only temporary) solution would be to have an option to disable auto-reload. It's certainly the easiest solution for TWI to implement.

I tried to make a mutator out of it by setting all child actors of KFWeapon to bZeroModeDryFire to False and it didn't work.
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,460
2,502
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Canada
Apparently setting every weapon bZeroModeDryFire to false disables auto reloading, but via mutator doesn't seem to work so well.
 

Fedorak

FNG / Fresh Meat
Dec 10, 2010
3
0
0
Thanks for the input, everyone!

Adds an extra element of challenge to the game for me. I say keep it the way it is. I'm able to cope.

Its either that or allow players to quick swap CSS style where if the reload animation isn't complete then the weapon isn't reloaded.

The problem with that is alot of times (like I find in CSS) you reload your weapon, think its about done, swap to your alternative weapon, only to find out later that you swapped too soon and have no bullets when it really counts.

Manual reloads seems the best solution to me.

Manual reload is a nice idea. I think it could be a really cool feature that might add a bit of difficulty to combat in a believable way. The auto-reload is a separate issue to me, though.

Here's my problem with the uninterruptible reloading. I respect that it can be an interesting element of combat for some people, but arbitrarily making a restriction like "yeah your hands are retarded while reloading, sorry" is unintuitive (as in unrealistic) and unjustified. There is no logic to say that you shouldn't be able to, at the very least, drop your gun and ammo clip just so your hands will be free. I would argue that it's bad game design (all due respect to Tripwire for making one of my favorite games). I don't think anyone would ever suggest implementing uninterruptible reloading into a game that doesn't have it; this is because it just feels clunky and accomplishes nothing that can't be accomplished in other, more believable ways.

Making combat more difficult is fine, but it has to be in a justifiable way (manual reloading would be an example). I'm not implying that I make the rules about what is justified and what isn't, but I think the logic on this one is fairly obvious.

tl;dr - uninterruptible reloading is bad because it's unrealistic, even in game-logic, and it adds nothing to the game that couldn't be added in a better way.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
I agree that uninteruptable reloading is a problem, but the question is how to solve it.

As I say, Counter Strike did have an interuptable reload and obviously if the reload animation hadn't been completed when it was interupted then it wouldn't reload the gun. This seems grand on paper, but everything in games relies on speed. If you can interupt reloads naturally you would reload the weapon, wait for the point when the reload actually occurs then immediately swap out to avoid the rest of the animation leveling the guns aim again so you could fire again immediately.

The problem with this is there will be a good 10% of the time where you do this and this problem will occur. You'll reload your weapon, swap to skip the animation to cut down a nearby ZED, fight on and get yourself into a bit of trouble and need to reload again. Instead you swap to your other weapon you reloaded earlier and find that when you reloaded it all that time ago you actually swapped too fast and didn't reload the gun. This leaves you in the situation that you are totally empty with an emergency right in your face.

Believe me this will irritate you ALOT more than being forced to wait through a reload.

That being said you can compensate by always checking your guns when you are clear (I've made a habit of it in CS, and it doesn't crop up anywhere near as often). It can be a pain if you have a chain of intense gunfights, but it is something you can more or less adapt too... despite it being more irritating.

However if this were added, since KF punishes you for making mistakes I'd suggest that reloading when your clip is half depeleted and not finishing the animation properly actually makes your current ammo in the gun 0, required you to reload before you can fire a bullet. After all, you did pull out the mag and leave it empty ;)
 

Fedorak

FNG / Fresh Meat
Dec 10, 2010
3
0
0
You make a good point. I'm not sure what the best way to solve it is, but I do like the idea of leaving the mag empty. If it's gonna punish you, it should be realistic like that.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
1,281
0
How exactly is this to be fixed? Most of the time, it is faster to just finish the reload than to stop and bring up another weapon. Now if people want "realism" so they can stop a reload, sure. Drop the weapon and the mags. Want to stop a reload? At any point if someone interrupts a reload, that player immediately drops the weapon and mags, and switches to the new selected weapon.
 
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Salad Snake

FNG / Fresh Meat
Aug 2, 2010
875
148
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Honolulu, Hawaii
How exactly is this to be fixed? Most of the time, it is faster to just finish the reload than to stop and bring up another weapon. Now if people want "realism" so they can stop a reload, sure. Drop the weapon and the mags. Want to stop a reload? At any point if someone interrupts a reload, that player immediately drops the weapon and mags, and switches to the new selected weapon.

I would be ok with this, that is fairly realistic. Not to mention cinematic, dropping your gun and scrambling to whip out another. I do think that pressing fire with an empty gun should simply click the hammer though, the game should force you to press reload manually if you want to actually reload.
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
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Scotland
tl;dr - uninterruptible reloading is bad because it's unrealistic, even in game-logic, and it adds nothing to the game that couldn't be added in a better way.
So......specimens are bad because they're unrealistic? We could just have made them very angry humans and that would be entirely possible. Having them as specimens just adds nothing to the game that couldn't be added in a better way.
 

Salad Snake

FNG / Fresh Meat
Aug 2, 2010
875
148
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Honolulu, Hawaii
So......specimens are bad because they're unrealistic? We could just have made them very angry humans and that would be entirely possible. Having them as specimens just adds nothing to the game that couldn't be added in a better way.

It doesn't add anything to the gameplay either, except frustration. There's good difficulty and then there's bad difficulty, and uninterruptible reloads are certainly the latter. It's a cheap gimmick that you have to learn about the game through experience, that makes no logical sense, and would not be what you'd guess playing the game for the first time.

It's akin to a rule stating that you have to shoot Gorefasts in the legs to damage them, or that grenades are thrown precisely 3 seconds after pressing the button. Uninterruptible reloads are a superfluous, nonsensical game mechanic that should be removed.
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,816
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Fakin A! This is bull**** man! Whats the point of reloading the gun and then switch to another when you are holding full loaded gun??? When I run out of ammo I press switch to last weapon because this is my habit. But no my dumb char decide its better to reload the weapon instead of get his deser eagle out of his holster and pull the god damn trigger.. TWI must write down some note in the main menu - do not try to switch your weapon when your life depend on this - you will not succeed sorry.
 
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