combat reload

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Mormegil

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Nov 21, 2005
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If interruptible animations / anim blending is in, then this would be superfluous. You would simply hit the fire or IS button before the reload is done (after the new bag was put it).

Keep your fingers crossed.
 

VariousNames

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Aug 6, 2009
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If interruptible animations / anim blending is in, then this would be superfluous. You would simply hit the fire or IS button before the reload is done (after the new bag was put it).

Keep your fingers crossed.

I'm not sure how that would be done effectively, though.

You would need some **** where it would correctly complete the animation in a way that physically made sense. You aren't firing anything if you haven't thrown the mag in the well and jacked the charge handle.

But maybe when you press either IS or fire button before the mag is removed he expedites it and tosses the loose mag? He'd have to continue loading the rifle, obviously.

However, it would be nice (not necessary though) if when a rifle with a round in the chamber and a removable mag was being replaced, primary fire could be used to expend that round in the chamber.
 

Mormegil

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I'm not sure how that would be done effectively, though.

You would need some **** where it would correctly complete the animation in a way that physically made sense. You aren't firing anything if you haven't thrown the mag in the well and jacked the charge handle.

It could work like manual bolting. If you hit the fire button, it'll charge the weapon, then the second hit starts firing.

Hopefully it would also interrupt for melee.
 

Dwin

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Jun 10, 2007
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It could work like manual bolting. If you hit the fire button, it'll charge the weapon, then the second hit starts firing.

Hopefully it would also interrupt for melee.

Interrupting animations should only be possible if done in a physically realistic way. You can't remove the magazine from your weapon, sprint around a corner, and have your magazine magically loaded again without actually completing the reload, or having an animation to "reverse" the reload. Unless you suggest that we have a separate keystroke/mouse click for removing the mag, then another for taking out a fresh one, then another for inserting it, then another for cocking.

So unless TW wants to implement a bad looking and nonsensical interrupt-able animation, or a needlessly complex reloading mechanism, Ermac's suggestion seems to be the best alternative.
 

Mormegil

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Interrupting animations should only be possible if done in a physically realistic way. You can't remove the magazine from your weapon, sprint around a corner, and have your magazine magically loaded again without actually completing the reload, or having an animation to "reverse" the reload. Unless you suggest that we have a separate keystroke/mouse click for removing the mag, then another for taking out a fresh one, then another for inserting it, then another for cocking.

So unless TW wants to implement a bad looking and nonsensical interrupt-able animation, or a needlessly complex reloading mechanism, Ermac's suggestion seems to be the best alternative.

I see the problem. I had the sequence wrong. I was thinking you put away the empty or half empty magazine at the end, when really, you would do that before getting out the fresh magazine. I was thinking you could interrupt the putting away the empty one (and simply drop it), then you could charge the gun at that point. That doesn't make sense, since you wouldn't have loaded the new magazine in yet.

So, yeah, it would require a separate "combat reload." Maybe instead of having a separate key, it would do it automatically if you double or triple hit the reload key.
 

Zetsumei

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Nov 22, 2005
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the easiest way to implement a combat reload in my opinion would be when starting the reload someone presses the reload button a couple of times. As when you're in the hurry you're more likely to hammer that button to just get it done quick.

So normal reload press the R button once, tactical quick reload press the R button multiple times.
 
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Forssen

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Nov 23, 2010
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I don't like the idea. People would combat reload every time instead of regular. It's not like they have to think about the long time effect of not having any mags. Cause I guess the soldiers received ammo boxes and not loaded mags.
 

kapulA

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Jan 4, 2006
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At first I liked the idea as well, but Forssen raises a valid point - I can only see it being solved by implementing an individual mag counter that represents the total number of magazines available during the entire round for every soldier (needless complexity), there would actually be no downside for always doing the combat reload.
A nice idea, but too complex to properly implement, imo.
 
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Welshie

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I don't like the idea. People would combat reload every time instead of regular. It's not like they have to think about the long time effect of not having any mags. Cause I guess the soldiers received ammo boxes and not loaded mags.
No they wouldn't, If the Ammo count was taken away from You in a Combat reload ( Eg, the MP40 has a 32 round Mag) so if You in Full realism didn't count Your rounds and then You do a combat reload after only 20 rounds You therefore loose 12 rounds...and it's not as easy as You think in a combat Situ to count Your rounds...as for Combat re-supply, they where usually issued in Mag form and not in-dividual rounds...this is not always the case...ask any Digger that was at the battle of Long Tan.
A Soldier will rely on what he has......not on what he expects.
 

Forssen

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No they wouldn't, If the Ammo count was taken away from You in a Combat reload ( Eg, the MP40 has a 32 round Mag) so if You in Full realism didn't count Your rounds and then You do a combat reload after only 20 rounds You therefore loose 12 rounds...and it's not as easy as You think in a combat Situ to count Your rounds...as for Combat re-supply, they where usually issued in Mag form and not in-dividual rounds...this is not always the case...ask any Digger that was at the battle of Long Tan.
A Soldier will rely on what he has......not on what he expects.

The issue is in less hectic combat situations like long rang and other times where you actually finish the clip but isn't in that bad of a hurry that you should throw away a part your equipment.

If it was the norm that soldiers received new mags instead of ammo boxes I think it's ok. Cause then it makes sense.
 

Welshie

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But a player in a game will rely on what he expects =). Most reloads would be drop the mag if you play tactically right. Some won't though, but most.
If TWI put in place a true "racking" system then the most effective way is to (in the case of say the MP40) drop the Mag as the 32 round is chambered...this does away with re-cocking the weapon...as the re-chambering (racking a round) is not interrupted...all good and well, but try "counting rounds" in even an online simulated combat game without a Ammo count HUD;):D
Forssen, You got in a post before Me...like anything, if they use a true racking system then it is up to the player to re-load and in what manner suits that combat Situ :)
 
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Mormegil

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Nov 21, 2005
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Might be an artificial way to keep people from combat reloading everytime, but what if the total number of mags you have lasts for the next respawn.

For example, you start the round with 9 mags, toss out 2, then get killed. On respawn, you start with 7 mags.

This might not work as well in Count-Down, but I would think when the objective is taken, and you respawn same thing happens. So that might deter it a bit.
 

RedGuardist

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Jun 14, 2006
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as for Combat re-supply, they where usually issued in Mag form and not in-dividual rounds...


Actually I would be very sceptical about this, since SMGs, rifles and semi auto-rifles all were supplied by ammo boxes. Not magazines. Well, rifles and semi-autos got their ammo in stripper clips, but those are not actuall magazines. Then individual soldier had to fill his magazines up with single rounds. But I
 
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