Question
As an extra, completely voluntary, user option, would you be interested in being able to work the bolts of some or all weapons manually, by the press of a button? One slight step further than the 'manual bolting' we have now.
How does it work in REALITY?
Firearms have three simple components to them to be able to use them.All three of these are basic, easy to understand and easy to use. Everyone who shoots real firearms know them to be fundamental to shooting guns.
How does it work in the game? Bolt-Action Rifles
WIth 'automatic cycle-bolt' disabled in the options, gives limited player control over cycling the bolt. This makes the fire button into a multi-function key. In some circumstances, pressing the fire button will cycle the bolt. This is not a good button for me. I sometimes forget if I had a round chambered or not, and end up lining up a shot at an enemy, pressing fire and performing the deadly bolt-cycle action! Or vice versa, when I just intend to cycle the bolt, I fire off a live round. Oooops?
All other weapons
The bolt 'action' is cycled automatically when required. You will see it when shooting a magazine until empty, then clicking the reload button. Magazine is swapped, then he reaches over and pulls the bolt handle. If you reload before the magazine is empty, only the magazine is replaced (it is advantageous because it saves time not having to cycle the bolt).
What's the appeal?
It won't really give an advantage most of the time (except with bolt-action rifles where the fire button is multi-functional and many mishaps happen). It will make you try to fire an improperly loaded weapon sometimes, and it will make you eject unfired rounds when you pull it when not needed.
But it will give you (if you have an interest in firearms, their design, engineering and operation, like me) more to toy with and be fascinated by. If any of you know how to drive manual transmission cars and enjoy being able to control it manually, you know what I am talking about. If other people use this too and sometimes have mishaps, you'll get the satisfaction of taking advantage of their mishaps
Is this realistically possible for the developers to implement?
Technically it should not be a big problem. The weapons already all have separate animations/functions for replacing the magazine, and for racking the bolts. It's just that it is set on auto for most weapons. And of course, the keybinds. They would need to add the code change to permit it, add options to the UI, write some minor documentation on what this feature is and how it works, and add a keybind or two for us to assign. I wouldn't mind using 'tap R' for working the bolt, and hold 'R' to perform a reload. The ammo-check I don't know what to do with exactly. Even a completely separate new key for bolt cycling would be terrific.
As an extra, completely voluntary, user option, would you be interested in being able to work the bolts of some or all weapons manually, by the press of a button? One slight step further than the 'manual bolting' we have now.
How does it work in REALITY?
Firearms have three simple components to them to be able to use them.
a). The magazine
(need ammo to be able to shoot).
b). 'The action'
The basic operating mechanism of the firearm. When the bolt moves back and forth, it ejects the empty cartridge and loads the next one from the magazine. The 'action' is performed automatically by 'self-loading' (meaning semi-auto or auto) firearms by using some of the energy from a fired round to perform the 'action'. The 'action' must be performed manually when loading the very first round into an empty rifle, or to eject dud rounds, or to clear and make safe the weapon. If the weapon is not a self-loading type, like the bolt-action rifles, the operator must work the action manually in every situation.
c). The trigger.
Need some way of letting the firearm know you want it to shoot.
(need ammo to be able to shoot).
b). 'The action'
The basic operating mechanism of the firearm. When the bolt moves back and forth, it ejects the empty cartridge and loads the next one from the magazine. The 'action' is performed automatically by 'self-loading' (meaning semi-auto or auto) firearms by using some of the energy from a fired round to perform the 'action'. The 'action' must be performed manually when loading the very first round into an empty rifle, or to eject dud rounds, or to clear and make safe the weapon. If the weapon is not a self-loading type, like the bolt-action rifles, the operator must work the action manually in every situation.
c). The trigger.
Need some way of letting the firearm know you want it to shoot.
How does it work in the game? Bolt-Action Rifles
WIth 'automatic cycle-bolt' disabled in the options, gives limited player control over cycling the bolt. This makes the fire button into a multi-function key. In some circumstances, pressing the fire button will cycle the bolt. This is not a good button for me. I sometimes forget if I had a round chambered or not, and end up lining up a shot at an enemy, pressing fire and performing the deadly bolt-cycle action! Or vice versa, when I just intend to cycle the bolt, I fire off a live round. Oooops?
All other weapons
The bolt 'action' is cycled automatically when required. You will see it when shooting a magazine until empty, then clicking the reload button. Magazine is swapped, then he reaches over and pulls the bolt handle. If you reload before the magazine is empty, only the magazine is replaced (it is advantageous because it saves time not having to cycle the bolt).
What's the appeal?
It won't really give an advantage most of the time (except with bolt-action rifles where the fire button is multi-functional and many mishaps happen). It will make you try to fire an improperly loaded weapon sometimes, and it will make you eject unfired rounds when you pull it when not needed.
But it will give you (if you have an interest in firearms, their design, engineering and operation, like me) more to toy with and be fascinated by. If any of you know how to drive manual transmission cars and enjoy being able to control it manually, you know what I am talking about. If other people use this too and sometimes have mishaps, you'll get the satisfaction of taking advantage of their mishaps
Is this realistically possible for the developers to implement?
Technically it should not be a big problem. The weapons already all have separate animations/functions for replacing the magazine, and for racking the bolts. It's just that it is set on auto for most weapons. And of course, the keybinds. They would need to add the code change to permit it, add options to the UI, write some minor documentation on what this feature is and how it works, and add a keybind or two for us to assign. I wouldn't mind using 'tap R' for working the bolt, and hold 'R' to perform a reload. The ammo-check I don't know what to do with exactly. Even a completely separate new key for bolt cycling would be terrific.
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