Suggestion: If ammo is remaining in mag, allow reload to be stopped by firing.


(SinDonor) #1

Currently, if a user decides to reload their gun when there is ammo remaining, the entire reload process has to complete before the user can fire again. This can cause some unwanted deaths if the user runs into an opponent while reloading.

Since this game isn’t leaning too heavily on the realism side of things, I suggest that the user is able to interrupt the reload animation by firing his weapon. If there’s no ammo in the mag, then they’ll hear the click. If there is ammo in the mag, then they’ll fire off whatever remaining rounds are left.


(Violator) #2

I tend to die most from this - the reload for soldier secondary weapon is esp. long though you can sometimes switch to primary but that tends to take too long as well and you’re dead.


(Reacto) #3

No! This has always been an interesting aspect of competitive shooter games, where in some you can even here the enemy reloading. Doing this takes down the skill ceiling significantly, example: You have half a magazine left and you’re partly sure where your enemy is, if you reload he might jump around and kill you before you manage to cancel the reload or swap to another weapon, but if you don’t reload at all you might not have enough bullets to kill him. The soldier’s current secondary weapon (LMG) will also be a lot stronger if you add this kind of reload cancelling, as he can just start reloading whenever without being afraid of getting killed while he’s doing so (when he hasn’t used up absolutely all the bullets though, which usually take quite a long time with that huge magazine).

I do however think that it should be possible to cancel reloading by sprinting, but this is another debate.


(SinDonor) #4

[QUOTE=Reacto;416701]No! This has always been an interesting aspect of competitive shooter games, where in some you can even here the enemy reloading. Doing this takes down the skill ceiling significantly, example: You have half a magazine left and you’re partly sure where your enemy is, if you reload he might jump around and kill you before you manage to cancel the reload or swap to another weapon, but if you don’t reload at all you might not have enough bullets to kill him. The soldier’s current secondary weapon (LMG) will also be a lot stronger if you add this kind of reload cancelling, as he can just start reloading whenever without being afraid of getting killed while he’s doing so (when he hasn’t used up absolutely all the bullets though, which usually take quite a long time with that huge magazine).

I do however think that it should be possible to cancel reloading by sprinting, but this is another debate.[/QUOTE]

So, if the user sprints to stop the reload, are they forced into another reload animation the second they stop sprinting or will they be able to fire after they stop?


(murka) #5

I suggest leave it as it is. There should be a punishment for reloading. Better players time their rushes when the enemy has run out of ammo so this would drastically decrease the complexity of the game. Additionally the current meta of switching to pistol and back or doing quick knife to cancel reload is enough.


(SinDonor) #6

It just seems silly that we can quickly press 2-1 (or whatever you have your guns bound to) and the animation stops. If you’re gonna let us stop the animation with other ways then why not just give us that extra .1 seconds back and let the trigger do it too? Or sprint.


(murka) #7

Because the .1 sec is enough to win a firefight.


(tokamak) #8

Agreed with that it takes depth out of it.

But this is still a really good point:


(Reacto) #9

After they stop sprinting they’ll have to click reload again. Also, the extra time it takes to cancel the reload is more than enough to kill someone.


(SinDonor) #10

So, then what you’re saying is that a player can just cancel the reload by tapping the sprint key for a quick second then get back to firing their weapon? Kinda silly, but that’ll work too I guess. It’ll only be a difference of .1 seconds.

SD has to approve that suggestion first though since currently the only way to interrupt the reload animation is to switch weapons. Or die. That works too.


(Reacto) #11

[QUOTE=SinDonor;416947]So, then what you’re saying is that a player can just cancel the reload by tapping the sprint key for a quick second then get back to firing their weapon? Kinda silly, but that’ll work too I guess. It’ll only be a difference of .1 seconds.

SD has to approve that suggestion first though since currently the only way to interrupt the reload animation is to switch weapons. Or die. That works too.[/QUOTE]

In other games where sprinting cancels the reload you can’t just tap the sprint key to do so, as you’ll actually have to start sprinting, which will take a lot more time than just 0.1 seconds.


(SinDonor) #12

If they approve of the other suggestion to have the sprint function cancel the reload, then fine. Currently, the reload animation trumps all except switching weapons/items or dying. And it is frustrating especially since you want to cancel the reload in order to defend yourself. Whether that means to fight or flee, either choice is better than being stuck in a reload animation the entire time while the enemy is plugging you full of lead.

Since this game leans more towards the arcade action style rather than the simulation style, my suggestion is to offer the player another ability that is common in non-sim style FPS games. You don’t agree and that’s fine. It’s my suggestion since I get frustrated when locked in the reload animation during inconvenient situations.


(H0RSE) #13

I’m all for cancelling reload by firing the weapon. Many players of the ET games, reload religiously after every engagement, even if 1 shot was fired - for many, it was like second nature to always make sure you had a full clip. I don’t really see why something like reloading a gun in an FPS game (an inevitable action) should have a “punishment” tied to it. You can say “there should be a punishment for reloading” or “it removes depth,” I say, it’s less frustrating and more fun to allow it.

Or, to keep with a recurring theme that has been showing up, it slows down the pace of the game to not allow players to cancel out a reload by firing their weapon. It makes for tedious gameplay, and unnecessary reapplication of an action/animation. I think the ability to not cancel a reload this way, is a feature that many players have just become accustomed to, or perhaps not even noticed since it may be all they know, and I think if it was removed, a lot of players would be thankful.

Also, I don’t remember if this is an option or not, but I suggest adding the option in the menu for auto reload when clip is empty.


(murka) #14

So timing a rush properly when an enemy starts reloading is no longer effective. The current .2 seconds is just a perfect gap to either win or lose a firefight.

It’s not about making the game slower… or maybe it is. Currently kills are too fast and feel more codish. Being able to shoot mid reload makes it more so.


(H0RSE) #15

If you are planning a rush, you and your team will be reloaded regardless. If you rush when the enemy is reloading, that means they don’t have full ammo, and you already have an advantage over them. The fact that they can cancel the reload animation, doesn’t change the fact that they are going to run out of bullets before you are and HAVE to wait for a full reload.

In hindsight, their still is a “punishment” tied to reloading - because it is a mechanic that has to occur, and when it does - when you need bullets in your gun - the player has to wait for the animation/action to finish, so you better be in a good spot when you need to do this.


(murka) #16

I’m talking about the 1v1 aspect so there is no team.
Even with 5 bullets it’s possible to kill someone. The .2 seconds matters because the first hits count. The opponent’s screen will wiggle a bit and they have a harder time getting hits. If the delay is removed then such a tactical advantage is removed and it will be a regular race to see who hits first with no handicaps.


(H0RSE) #17

[QUOTE=murka;417312]I’m talking about the 1v1 aspect so there is no team.
Even with 5 bullets it’s possible to kill someone. The .2 seconds matters because the first hits count. The opponent’s screen will wiggle a bit and they have a harder time getting hits. If the delay is removed then such a tactical advantage is removed and it will be a regular race to see who hits first with no handicaps.[/QUOTE]
But the handicap is still there - you caught him in the middle of a reload. Even if he can cancel out of it, you still caught him off guard, and it is likely that .2 second advantage you keep bringing up, is now yours, since you had the initiative in the firefight. What about firing your other weapon? Do you think that should cancel a reload? What about a knife swing or tossing a grenade? These could all potentially remove this tactical advantage you speak of.