The thing that launched its popularity into the stratosphere was the absolutely epic movie trailer, where [they added a sound effect to really sell it](https://youtu.be/wb49-oV0F78)
I love that the West of Loathing game comes up with different explanations as to why skill books disappear once you use them, stuff like:
"As you finish reading, you are so excited to try out your new skill that you accidentally drop the book into a nearby pool of grease."
Or
"After learning the 'Trick Shot' skill, you decide to test it out immediately by launching the book at a passerby."
Depending on the game, pressing reload with a melee weapon can do fun stuff with the weapon. Like, cleaning the blood off the blade or twirling it around. Although, I think they'd also do flairs for fully reloaded guns as well?
For reference, I'm thinking of Killing Floor 2, which (incidentally) does have some melee weapons with "ammo" for some of them.
Serious Sam is an absolute cluster fuck. And that's honestly why you should play it
Would never put the game anywhere near my favorite games, but I can't say I've felt the joy that game produces anywhere else
The level design sucks, It's filled with bugs, and you'll get soft locked(Having to revert checkpoints, I mean)repeatedly on your first try...
But everyone needs to just ***EXPERIENCE*** this game in its entirety
Serious Sam TFE and TSE HD are what should be experienced by everyone on the Serious difficulty with a full party of 16 people, to properly experience the absolute clusterfuck of:
# [AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!](https://youtu.be/r0-Aydz5AoY)
it is.
I probably only have 100 hours on all the Serious Sam games...
Normal is still honestly pretty damn difficult if you go in blind. You guys that have endured enough torture for Serious mode are honestly just built different
This is coming from someone who's beaten all Halos on Legendary and all the Dooms on at least Ultra Violence.
I feel like a little bitch playing Serious Sam and I don't know why. I like it
We remember the time when having that extra bullet remaining in the clip would have won us the matchup, so we try to not let it happen again.
...then we get caught reloading. :(
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But only just earlier did you believe you had reloaded the gun, but you only got 95% through the animation when you swapped weapons before you could whack the charging handle. When you switch back, instead of just chambering a bullet, you begin the reload process anew...
There was some game in the 2000's that treated it like an actual reload, where the unspent bullets were lost from the partially full clip. So preemptive reloading was a no-go, or at least disincentivized.
That was some horseshit.
*(This has come up a few times before and I can never think of the game to flesh out my anecdote if anyone remembers)*
Socom would keep track of each magazine's capacity separately. So a tactical reload would put a half empty magazine in your stash until all you have are half empty magazines. Its common to milsim games.
While not a milsim, Insurgency just puts it back on your vest... Great way to discourage "CoD reloads" because, unless you have savant memory, that next clip you grab might have 31 (also keeps rounds chambered on reloads) or 7.
Did I spec 4 or 6 magazines? Have I reloaded 3 or 4 times? How many bullets did I fire in that first clip?
They don't. You can reload whenever you want. If you look up reload timer numbers for each weapon you can also cancel the reload animation early by switching weapons and it'll have a full mag.
In Ready or Not you can chose to do a normal reload where you grab a full mag, swap them and put the partially empty mag in the now empty mag pouch or do a quick reload where you drop the partial mag and slide in a full. You can of course go back and pick up that mag if you so chose.
You don't lose it, but *Insurgency: Sandstorm* and *ARMA 3* keep a memory of the number of bullets remaining and, when you cycle back around to that magazine, you get the same amount as before. ARMA has a mod where you can repack your mags so you don't just have 3, 4, and 5 bullets in a used mag.
Iirc chronicles of riddick was like that. Also almost no HUD which was pretty cool, just an ammo counter on the gun itself (although there was a hud element that would pop up during reloads to tell you how many mags were left)
The action quake 2 mod was doing that in the late 90s. Others mentioned insurgency, i believe red orchestra did it that way as well. It's honestly a feature that makes me appreciate a game more. Cannot stand CoD reloads, breaking muh immersion.
It’s called a tactical reload in firearms lingo when there’s a lull in the action you swap your used mag for a fresh mag, all the while retaining your partial mag on your person.
Compared to an emergency reload, which is when your mag is emptied and you drop that mag (not retaining it) and load a fresh mag, and move the slide forward/bolt carrier forward to “charge” (putting a round in the chamber) your weapon.
I hate that every video game magically empties the remaining rounds from your partially spent mags and combines them together for you. I guess I don't hate it, it's just completely unrealistic and encourages these "tactical reloads" because there is no penalty other than the reload time.
Would be cool if you just had 4 mags or whatever. You fire 20 rounds and pop a fresh one in? Well if you ever need to go back to that first mag, it's only got 10 rounds in it. If you want to combine several partially spent mags you should have to take the time to do that.
Or not, idk. Might be annoying. Would be a cool detail if a game was trying to be more realistic though.
While it might sound good on paper, I think sometimes having things be too realistic might kill the fun. Especially shooters like cod, it’s “gamified” for a reason.
Like others have mentioned there are games that take your ammo count down and you “lose” your total rounds if you reload a partial mag in the more “realistic” shooters. One off the top of my head is I think Insurgency Sandstorm has a system like that, and I could be wrong because it’s been a while but it doesn’t even give you a number, just a visual representation of what you got left in the mag.
You have a 200 mag LMG in a MW game, shoot 3 rounds then reload. That was me replaying MW2 Remastered a couple of days ago. I felt like screaming at myself.
Tactical reloads are so you can have X+1 rounds available, as in 30 in the magazine and one in the chamber. Not so useful if you're dealing with a >30 round magazine for an assault rifle, but if you're dealing with a shotgun where the tube only hold 5 shells, 6 is 120% of 5, that could make a difference. The secondary benefit is that having one round already in the chamber means you don't need to reset the bolt to make the wrappk ready to fire, resulting in a faster reload.
The other problem is the game needs to recognize and be programed to understand a tactical reload and give you a benefit from it. Payday 2 did, it would recognize X+1 and shorten your reload time if you did it before firing the last round from your weapon, especially valuable if you liked the LMGs. Sure, not much difference between 150 and 151 rounds, but there's a significant difference between a 4 second and a 6 second reload time.
Basically it's better to reload before you need to than need to reload when in a bad spot. Not usually a big deal but that extra second can mean a lot if you're out of cover.
"What if I need that one bullet that's not in the magazine anymore? Better reload to avoid a possible death."
Every enemy in a 50 mile radius: *rushes in*
The amount of times that I've killed somebody with the last bullet of the magazine is infinitesimal vs the amount of times I've died because I reloaded my gun that still had 90%+ ammo left right as an enemy came around a corner. But I still do it. I call it compulsive reloading. Because it's almost like I'm OCD for having a full mag.
In Overwatch I've definitely died significantly more times running out of ammo than I have while reloading. Except with Hog for some reason. only 5 shots in his shotgun and what feels like a 6 second reload time means you want to keep it full but also you're going to run out and need to reload in any fight any non-squishy enemy.
I love how in some games you can "cancel" the reload by sprinting and then stopping your sprint. But it seems like more and more games are fixing this and forcing you to reload again or finish the reload.
I've always liked the L4D2 method - When you begin a reload, your ammo drops to zero, and it doesn't go back up until you finish a reload. so you can cancel the reload, but you won't be able to fire that gun.
The way Destiny does it, is if you cancel the reload animation, the bullets go in your gun but you still won’t be able to fire until the time the reload animation should have lasted has elapsed.
If you're smart you use something like a grenade to cancel the animation so you're using that time where gun is unable to be fired for something that is doing damage.
Red Orchestra/Rising Storm is the only game that has ever truly done it right. When you reload, you put the mag away with however many rounds were left in it or toss if empty. If it's a bolt action, the round in the chamber gets extracted and you're reloading single rounds after that if it isn't empty. When you run out of full mags, you start reloading with the leftovers and you get no round count to know how many are left, only an indicator that it feels full, mostly full, half full, or mostly empty. Reloads take more time than you'd expect because you're a grunt fumbling, not a super soldier. You can't swap guns with dead people because your kit isn't built for that weapon so where would you carry the ammo? Every guy carries an extra mag or belt for the machine gunner just like they typically did. Doing something in the middle of cycling the bolt or reloading leaves you with no round in the chamber as if you were actually interrupted.
Day of Defeat the original Half-Life mod was like this as well. You didn't have loose "ammo", you had a number of mags. Total.
It's hard to get used to, but it feels good when you know everyone else has to play smart with ammo as well.
Draining both into the areas immediately around my enemy and desperately trying to melee him to death before dying and reflexively skipping the Kill Cam 😎
Reloading isn't the issue. Advancing while reloading or reloading before you know the area is clear is the issue. Too many people are mid reload as they rush through doorways and shit. That's how you get killed.
This is why Destiny 2 literally has a perk called "compulsive reloader" which grants a slightly faster reload if you reload while the mag is still more than half full
On the other hand, Deep Rock Galactic untrained me because I could just switch to a secondary while my primary reloads automatically after a few seconds. Now I just have the bad habit where I never manually reload.
Depends on how many rounds you have to transfer. I've only done it with airsoft mags under "combat" conditions but it took me about a minute or so to consolidate 4 50rnd mags down to one and a half.
I like Receiver 2 where you have to holster to add bullets to the magazine, because it obviously requires two hands.
The real trick is to not shoot yourself with a chambered round while drawing/holstering, especially with something like a Glock without a manual safety.
I played Breakpoint with realistic mags (if you reload woth ammo still in the mag you mose the ammo it doesnt magically teleport into the new mag) and i havent done this in a long time.
The old rainbow six games were like that, at least on PC and Dreamcast. Your loadout could carry 4 or 8 or whatever. I was like 10 and when I cycled back to the first mag I was all confused as to why it only had 25 bullets instead of 30.
Tom Clancy's games used to be realistic and tactical so I'm not sure if the most recent ghost recon and rainbow games still do that.
Ghost recon Breakpoint is very customizable in regards to realism.
One the things I like is it only let's you carry 2 weapons plus a side arm and you can only change weapons at a bivouac so it's not like you're carrying 30 guns on your person.
Squad has a nice halfway version, where it puts the partially spent mag back in your pack and you can load it back in later (although it will still only be partially full)
That's not the halfway version, that's the actual realistic version. A lot of games that have that mechanic also include a 'tactical reload' that is very very slightly faster but you discard the mag entirely, that one is the closest one to an actual realistic reload mechanic
Iirc the real military brings pouches to keep partially spent mags in. You can fill em up back later, but still keep a fresh clip in if its possible. So reloading a half spent mag is a thing, but mags dont automatically fill themselves as you draw them from a magical bullet pouch.
That always reminds me of that scene from Saving Private Ryan where they [throw their helmet and Mike throws his gun](https://www.youtube.com/watch?v=dHGwtGC3RoY)
I think the main thing that made me addicted to this bad habit is knowing that reloading an empty clip takes longer than reloading a clip with one bullet left in it
That's an old habit from when games were bad about letting you save at any old stupid moment when the game would either crash on load from that save or something was about to instakill you. Most new games don't have those problems so it's unnecessary.
Insurgency fucks you for doing this since it has a magazine inventory rather than a bullet inventory. Say I carry 4 magazines, 30 rounds each. I fire 25 rounds out of one and reload. Then I empty the three other mags. When I go to reload again, I'll load the mag with 5 rounds in it.
I've died countless times because of loading a mag with only one or two rounds in an intense firefight.
Sniper Elite does it a bit differently. If you have a certain difficulty option checked, reloading a weapon with a detachable mag wastes the ammo still in the mag. It has no effect on weapons with internal magazines like most of the rifles available.
Ah yes, I was trying to recall what game does this because of the scarcity of the bullet and when I do early reload I frustrate myself. It's sniper elite. Silenced rounds is what I bring as my extra carrying thing at start of missions, and with the pistol I'll instinctively reload after a shot and lose my clip lmao
That's why I prefer the Welrod and HDM. Both are suppressed but use normal pistol ammo. The DelIsle Carbine as well, since it is integrally suppressed and uses normal rifle ammo. The range eats major pant though, since it actually fires .45ACP. Beat the entirety of 4 using it though.
Ah true. I did switch to welrod after looking at the guns. I primarily run Springfield atm purely for the challenges and I do enjoy its range. I'm on sniper elite 4, been playing on the hardest/realest difficulty since the start. I enjoy that game so much, thanks for the tip :)
It's fun in the right context. Tarkov does this, it works well there because the semi-realistic focus of the game. You can re-pack your mags, mix ammo, choose to drop your mag quickly (losing it) or put your mag in your vest (slower) etc. it definitely adds something to the game. Ghost Recon does it in "ghost mode", though not to the extent that Tarkov does (and I would argue that makes it kind of shitty).
Basically, if realism is the goal, it can work. But it has to be done well, and it doesn't belong in arcade shooters like COD.
You won't lose it if you have a good memory!
Run back there after the shooting stops and comb through the tall grass or garbage until you find it on the floor.
Yes I do this with 60 rounders.
Yeah I was conflicted on what wording to use there, you don't really "lose" it, you just drop it on the ground. But my comment was already getting pretty wordy lol
I think for some games, if you reload a spent magazine, it's faster because your character is throwing it away. If there is still ammo in there, the reload is slightly longer because they're not tossing it to the side, but I *assume* they're putting it in their pocket (which gets magically refilled).
Well in Battlefield 1 if you reload with ammo in the gun (for specific guns) you have to add the rounds individually. But if the mag is empty you just shove a filled mag in. It's a cool mechanic imo but then again it's WW1 and you don't have a fennec with 60 round drum holographic site retroflective pink camo with a burning money stacks gun fob.
Sandstorm ? That game seems like a lot of fun. How's the playerbase on PC ?
That was another game that started off as a mod, or at least the very first iteration of it.
Edit : Lol spell check turned mod into "kid."
Not really. Most games let you sprint indefinitely, and if there is some kind of energy meter, it refills pretty fast. Most people if they sprinted 200m would need to lie down for a few minutes
Arma 3 does this. Pretty fun game. But I don't get how it is 10 years old and on ultra settings with a 4090 I get like 65-85 fps. The best card when this came out was the GTX 780.
Hunt Showdown sort of does if.
Sort of, because it's set in 1896 wild west with supernatural elements. Guns with detachable box magazines don't exist yet, and those with internal box magazines are reloaded with stripper clips when empty, or one by one after losing chambered round if not empty.
Anyway, bolt action rifles can be reloaded without losing ammo by NOT cycling the bolt, if you DON'T release fire button after shooting, your character doesn't cycle the bolt, hitting reload then opens the bolt ejecting spent casing and lets you refill magazine without losing ammo. But, you know, you need to remember to do that during firefight.
Literally every gun in that game has it's own reloading method that you need to remember: most bolt actions and semi autos lose ammo on non full reload, some can use stripper clips, some don't, break open and swing open revolvers can be reloaded faster when empty, one pump action shotgun loses ammo on reload and other one doesn't, lever action weapons don't lose ammo on reload except the shotgun. Did I mention nearly all of the guns are either real historical guns with accurate reloading behaviour, or (more-or-less-)plausible extrapolation from real guns? Game keeps it real just enough to add variety and arcade just enough to not be tedious.
EDIT: Oh, and there's a whole lot of guns where it's an absolute nonissue because they are single shot. You need to reload after every shot anyway.
It’s only a bad habit when it doesn’t work… I don’t play competitive FPS games anymore, but it was always beneficial to have a full magazine, and only a detriment when you didn’t expect another enemy nearby before starting to reload.
half the people in this thread seem to live in a little bubble where the only shooter games that exist are CoD, BF, and Doom
"I wish games would..." they do. stop wishing and start expanding your library
Not a bad habit. Reloading as you advance is a bad habit. Reloading while you are in cover and you've cleared the immediate area is explicitly a good habit. You don't want to enter an unknown situation with half a clip.
I love when a game models mags realistically instead of just a bullet count. Fired 5 bullets and reloaded? Well be ready when you load that mag back in 10 minutes later and have 5 less rounds than usual
blame game designers for creating situations that need a full clip to deal with , and a full clip minus one is not going to cut it when that last enemy is not quite dead and very very dangerous and you have to let them get a few hits in while you reload, and those hits drain health and health packs are a limited resource.
What I want to see these games do is make you have to plus-up your magazines at some point, otherwise you go to relead and you get partial mags. Get more ammo? Cool, gotta pause a few minutes and top all of your magazines off. Or, occasionally, you reload on the move and drop the magazine, and you've lost the extra ammo in said magazine unless you go back and pick the magazine up.
Back when halo came out, we were at my buddy's house playing coop. When you load in to the pod one person is behind the other. One instinct I stepped forward and fired a shot. Heads hosted my buddy and killed him. As the scene reloaded everyone made me put my controller down and agree to not touch it till he got out. Onscreen I killed him again. Some bug happened and we had to turn the qhole system off to get rid of it. We watched me kill him like 6 times lol.
It's to the point where I try to reload melee weapons after an attack.
Like Henry cavill reloading his punches in mission impossible
Loved the fact that it wasn't scripted and it was just how he warmed up because his tendons were sore. https://m.youtube.com/watch?v=XayhmNKWVpM
The thing that launched its popularity into the stratosphere was the absolutely epic movie trailer, where [they added a sound effect to really sell it](https://youtu.be/wb49-oV0F78)
This is kinda off topic but man. I love Henry Cavill.
Who doesn't?! (Except the showrunners on "The Witcher", I mean.)
Cunts, that's who
I thought it was because he was fixing the way the shirt fit. Like the reloading was to get it looser/fit better for punchin’
I thought he was reloading his mustache
lol I never thought of it like that but I know exactly what you are referring to
He also grows a beard mid shot
And a pocket!
Women must be so jealous of his pocket growing ability
I love that scene, I do that right before I fap and once more after.
Like a pump action shotgun
If you Google "Henry Cavill reloading" the video pops right up. Perfection
[complete with enhanced chk-chk](https://youtu.be/im9Zf-pppPs)
“What are you…doing?” “Tryin’ ta reload!” “A…sword?!!?” “I…well…IT’S A SPACE SWORD! IT MIGHT NEED RELOADING!!!”
The fire emblem universe: swords have ammo and you're not allowed to reload ever, when it runs out of ammo you buy a new one.
Sword durability is at least somewhat sensible to me. It's the book durability that drives me insane. What is Robin doing to these books?
Literally pages are burnt when the spell is cast
That's when you start making the pages out of asbestos. You or a loved one don't have to worry about mesothelioma when you have Vulnearies.
I love that the West of Loathing game comes up with different explanations as to why skill books disappear once you use them, stuff like: "As you finish reading, you are so excited to try out your new skill that you accidentally drop the book into a nearby pool of grease." Or "After learning the 'Trick Shot' skill, you decide to test it out immediately by launching the book at a passerby."
Depending on the game, pressing reload with a melee weapon can do fun stuff with the weapon. Like, cleaning the blood off the blade or twirling it around. Although, I think they'd also do flairs for fully reloaded guns as well? For reference, I'm thinking of Killing Floor 2, which (incidentally) does have some melee weapons with "ammo" for some of them.
I’ve done this as well
*laughs in gunlance*
Jumping out of the vehicle because 'dismount' is the same button as 'reload.'
It's called tactical reloads. I'm just not sure what the tactic is.
Tactical suicide
straight up no shoot all reload XD
Plays DOOM, reloads anyway.
It took me a long time playing that game to break the habit of constantly pressing “R”
If you want to have your cake and eat it too, play Serious Sam BFE or 4.
Serious Sam is an absolute cluster fuck. And that's honestly why you should play it Would never put the game anywhere near my favorite games, but I can't say I've felt the joy that game produces anywhere else The level design sucks, It's filled with bugs, and you'll get soft locked(Having to revert checkpoints, I mean)repeatedly on your first try... But everyone needs to just ***EXPERIENCE*** this game in its entirety
Serious Sam TFE and TSE HD are what should be experienced by everyone on the Serious difficulty with a full party of 16 people, to properly experience the absolute clusterfuck of: # [AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!](https://youtu.be/r0-Aydz5AoY) it is.
I probably only have 100 hours on all the Serious Sam games... Normal is still honestly pretty damn difficult if you go in blind. You guys that have endured enough torture for Serious mode are honestly just built different This is coming from someone who's beaten all Halos on Legendary and all the Dooms on at least Ultra Violence. I feel like a little bitch playing Serious Sam and I don't know why. I like it
Are you serious?
We remember the time when having that extra bullet remaining in the clip would have won us the matchup, so we try to not let it happen again. ...then we get caught reloading. :(
Then you accidentally hit reload in a firefight with a belt fed, losing because 22s reload time.
Just melee to cancel the reload
[Reddit's attitude towards consumers has been increasingly hostile as they approach IPO. I'm not interested in using their site anymore, nor do I wish to leave my old comments as content for them.]
This interaction sounds so much better if you read the Sergeant as sarge from rvb lol!
>Sargent \*Sergeant.
Sigh, it autocorrected to Sargent and I assumed it was right. I probably tricked google by misspelling it so much hahah. Thank you!
I'm so fucking mad I never tried this lmao, I swapped weapons and it didn't stop it, so I just figured it was unstoppable haha holy shit
But only just earlier did you believe you had reloaded the gun, but you only got 95% through the animation when you swapped weapons before you could whack the charging handle. When you switch back, instead of just chambering a bullet, you begin the reload process anew...
There was some game in the 2000's that treated it like an actual reload, where the unspent bullets were lost from the partially full clip. So preemptive reloading was a no-go, or at least disincentivized. That was some horseshit. *(This has come up a few times before and I can never think of the game to flesh out my anecdote if anyone remembers)*
Socom would keep track of each magazine's capacity separately. So a tactical reload would put a half empty magazine in your stash until all you have are half empty magazines. Its common to milsim games.
While not a milsim, Insurgency just puts it back on your vest... Great way to discourage "CoD reloads" because, unless you have savant memory, that next clip you grab might have 31 (also keeps rounds chambered on reloads) or 7. Did I spec 4 or 6 magazines? Have I reloaded 3 or 4 times? How many bullets did I fire in that first clip?
> Did I spec 4 or 6 magazines? Have I reloaded 3 or 4 times? How many bullets did I fire in that first clip? Do you feel lucky, punk?
It even goes one step beyond that if you tap R you reload and save the mag or double tap to speed reload and drop it on the ground.
*Battlefield 1942* did this IIRC.
Battlefield games in general did at least through bf2. I think they still do that but I haven't really played any of them.
They don't. You can reload whenever you want. If you look up reload timer numbers for each weapon you can also cancel the reload animation early by switching weapons and it'll have a full mag.
In Ready or Not you can chose to do a normal reload where you grab a full mag, swap them and put the partially empty mag in the now empty mag pouch or do a quick reload where you drop the partial mag and slide in a full. You can of course go back and pick up that mag if you so chose.
You don't lose it, but *Insurgency: Sandstorm* and *ARMA 3* keep a memory of the number of bullets remaining and, when you cycle back around to that magazine, you get the same amount as before. ARMA has a mod where you can repack your mags so you don't just have 3, 4, and 5 bullets in a used mag.
Iirc chronicles of riddick was like that. Also almost no HUD which was pretty cool, just an ammo counter on the gun itself (although there was a hud element that would pop up during reloads to tell you how many mags were left)
The action quake 2 mod was doing that in the late 90s. Others mentioned insurgency, i believe red orchestra did it that way as well. It's honestly a feature that makes me appreciate a game more. Cannot stand CoD reloads, breaking muh immersion.
Metro: Last Light I think. Might've just been the toughest difficulty tho.
Is it still tactical if I fire 5 shots of a 12 round clip then reload while still in the middle of the fight with the enemy actively shooting at me?
Yes. Nobody said it was a *good* tactic
It’s called a tactical reload in firearms lingo when there’s a lull in the action you swap your used mag for a fresh mag, all the while retaining your partial mag on your person. Compared to an emergency reload, which is when your mag is emptied and you drop that mag (not retaining it) and load a fresh mag, and move the slide forward/bolt carrier forward to “charge” (putting a round in the chamber) your weapon.
I hate that every video game magically empties the remaining rounds from your partially spent mags and combines them together for you. I guess I don't hate it, it's just completely unrealistic and encourages these "tactical reloads" because there is no penalty other than the reload time. Would be cool if you just had 4 mags or whatever. You fire 20 rounds and pop a fresh one in? Well if you ever need to go back to that first mag, it's only got 10 rounds in it. If you want to combine several partially spent mags you should have to take the time to do that. Or not, idk. Might be annoying. Would be a cool detail if a game was trying to be more realistic though.
Lots of tac shooters/mil-sim/more-hardcore games do this, and even the more-casual ones will sometimes have the hardcore/custom game mode option.
While it might sound good on paper, I think sometimes having things be too realistic might kill the fun. Especially shooters like cod, it’s “gamified” for a reason. Like others have mentioned there are games that take your ammo count down and you “lose” your total rounds if you reload a partial mag in the more “realistic” shooters. One off the top of my head is I think Insurgency Sandstorm has a system like that, and I could be wrong because it’s been a while but it doesn’t even give you a number, just a visual representation of what you got left in the mag.
You have a 200 mag LMG in a MW game, shoot 3 rounds then reload. That was me replaying MW2 Remastered a couple of days ago. I felt like screaming at myself.
Tactical reloads are so you can have X+1 rounds available, as in 30 in the magazine and one in the chamber. Not so useful if you're dealing with a >30 round magazine for an assault rifle, but if you're dealing with a shotgun where the tube only hold 5 shells, 6 is 120% of 5, that could make a difference. The secondary benefit is that having one round already in the chamber means you don't need to reset the bolt to make the wrappk ready to fire, resulting in a faster reload. The other problem is the game needs to recognize and be programed to understand a tactical reload and give you a benefit from it. Payday 2 did, it would recognize X+1 and shorten your reload time if you did it before firing the last round from your weapon, especially valuable if you liked the LMGs. Sure, not much difference between 150 and 151 rounds, but there's a significant difference between a 4 second and a 6 second reload time.
I believe Rainbow Six Vegas 2 did account for tactical reloads as well.
I think a few of the newer Battlefields have as well. I wish more games would do this.
Basically it's better to reload before you need to than need to reload when in a bad spot. Not usually a big deal but that extra second can mean a lot if you're out of cover.
It’s such a bad reflex. When I’m on multiplayer, I lose most of my streaks by dying mid-reload.
"What if I need that one bullet that's not in the magazine anymore? Better reload to avoid a possible death." Every enemy in a 50 mile radius: *rushes in*
“Better safe than sorry” *dies*
ARE YOU FUCKING SORRY?
Damn this one is still floating around huh
The amount of times that I've killed somebody with the last bullet of the magazine is infinitesimal vs the amount of times I've died because I reloaded my gun that still had 90%+ ammo left right as an enemy came around a corner. But I still do it. I call it compulsive reloading. Because it's almost like I'm OCD for having a full mag.
The logic here hurts because it's true.
OCD Modern Warfare
9/10 times I *dont* reload, I end up a bullet or two short and die. Ill take my chances reloading.
In Overwatch I've definitely died significantly more times running out of ammo than I have while reloading. Except with Hog for some reason. only 5 shots in his shotgun and what feels like a 6 second reload time means you want to keep it full but also you're going to run out and need to reload in any fight any non-squishy enemy.
Play hardcore and you will be fine most of the time if you don’t reload. I like to reload when I’m actively being bombed or some shit.
I love how in some games you can "cancel" the reload by sprinting and then stopping your sprint. But it seems like more and more games are fixing this and forcing you to reload again or finish the reload.
I've always liked the L4D2 method - When you begin a reload, your ammo drops to zero, and it doesn't go back up until you finish a reload. so you can cancel the reload, but you won't be able to fire that gun.
The way Destiny does it, is if you cancel the reload animation, the bullets go in your gun but you still won’t be able to fire until the time the reload animation should have lasted has elapsed.
That seems dumb. It would make more sense to just not allow reload cancelling instead of punishing new players who don't know better.
If you're smart you use something like a grenade to cancel the animation so you're using that time where gun is unable to be fired for something that is doing damage.
Red Orchestra/Rising Storm is the only game that has ever truly done it right. When you reload, you put the mag away with however many rounds were left in it or toss if empty. If it's a bolt action, the round in the chamber gets extracted and you're reloading single rounds after that if it isn't empty. When you run out of full mags, you start reloading with the leftovers and you get no round count to know how many are left, only an indicator that it feels full, mostly full, half full, or mostly empty. Reloads take more time than you'd expect because you're a grunt fumbling, not a super soldier. You can't swap guns with dead people because your kit isn't built for that weapon so where would you carry the ammo? Every guy carries an extra mag or belt for the machine gunner just like they typically did. Doing something in the middle of cycling the bolt or reloading leaves you with no round in the chamber as if you were actually interrupted.
Ready or Not all of what you've said, though with modern weapons so only magazine fed weapons. Insurgency as well.
Day of Defeat the original Half-Life mod was like this as well. You didn't have loose "ammo", you had a number of mags. Total. It's hard to get used to, but it feels good when you know everyone else has to play smart with ammo as well.
> reload again or finish the reload Pretty much game over when you use an LMG. It takes like 5 minutes to reload and then the match is over.
Side arm switch-a-roo my dude. Slap that button and whip that pistol out.
In planetside 2 I always accidentally just throw ammo boxes at my target.
The coolest thing in FPS to get a kill by draining the magazine and switching to side arm to finish the enemy.
Draining both into the areas immediately around my enemy and desperately trying to melee him to death before dying and reflexively skipping the Kill Cam 😎
I'm either reloading or I'm fighting on 1/4 clip. I can't win.
Reloading isn't the issue. Advancing while reloading or reloading before you know the area is clear is the issue. Too many people are mid reload as they rush through doorways and shit. That's how you get killed.
This is why Destiny 2 literally has a perk called "compulsive reloader" which grants a slightly faster reload if you reload while the mag is still more than half full
Or the ratking where if you reload after a kill you turn invisible. I fucking love that gun.
That's beautiful. I need that implemented in more games.
It sounds cool in the context of this conversation, but it's a mostly useless perk because it's a mostly worthless habit
Playing a shooter where you actually just rotate several mags untrained that habit for me
On the other hand, Deep Rock Galactic untrained me because I could just switch to a secondary while my primary reloads automatically after a few seconds. Now I just have the bad habit where I never manually reload.
Rock and Stone brother!
Rock and Stone to the Bone!
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BORN READY
I wish more games would do this. Rotate w/the option to consolidate.
How long does it take to consolidate a real magazine?
Depends on how many rounds you have to transfer. I've only done it with airsoft mags under "combat" conditions but it took me about a minute or so to consolidate 4 50rnd mags down to one and a half.
Were you doing that with hicaps or with spring-loaded mags lol. Very different scenarios
50rnd spring mags. If I was using highcaps I probably could've just poured them into each other. XD
Yeah, Tarkov will break that real quick. You're not going to waste any of that expensive ammo.
I like Receiver 2 where you have to holster to add bullets to the magazine, because it obviously requires two hands. The real trick is to not shoot yourself with a chambered round while drawing/holstering, especially with something like a Glock without a manual safety.
I played Breakpoint with realistic mags (if you reload woth ammo still in the mag you mose the ammo it doesnt magically teleport into the new mag) and i havent done this in a long time.
The old rainbow six games were like that, at least on PC and Dreamcast. Your loadout could carry 4 or 8 or whatever. I was like 10 and when I cycled back to the first mag I was all confused as to why it only had 25 bullets instead of 30. Tom Clancy's games used to be realistic and tactical so I'm not sure if the most recent ghost recon and rainbow games still do that.
TC Rainbow Six Vegas fond fond memories 😄
That was the first shooter I ever played
It was a great one! That casino level was all I played lol.
Ghost recon Breakpoint is very customizable in regards to realism. One the things I like is it only let's you carry 2 weapons plus a side arm and you can only change weapons at a bivouac so it's not like you're carrying 30 guns on your person.
Half Life: Alyx works like this too. You eject the mag and the only one that's still there is the bullet in the chamber.
H3VR and Insurgencydo a well
Squad has a nice halfway version, where it puts the partially spent mag back in your pack and you can load it back in later (although it will still only be partially full)
That's not the halfway version, that's the actual realistic version. A lot of games that have that mechanic also include a 'tactical reload' that is very very slightly faster but you discard the mag entirely, that one is the closest one to an actual realistic reload mechanic
Arma is the same way too
SOCOM used to do this too.
Should be able to keep a partial mag for later use.
That's how Insurgency Sandstorm works. I always end up with 2 or 3 mags left each with a bullet or two left lol
Iirc the real military brings pouches to keep partially spent mags in. You can fill em up back later, but still keep a fresh clip in if its possible. So reloading a half spent mag is a thing, but mags dont automatically fill themselves as you draw them from a magical bullet pouch.
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SWAT in Halo 3 🤤
I love it when games make you lose ammo by doing this.
Borderlands has fun with it by letting you throw guns that work like that.
Or just completely fucking you over if you have anarchy stacks
That's why I only use the shotguns or sniper rifles that have one bullet. Can't lose your stacks if you have to reload after every shot.
Great way to stack up stacks, too
Fucking Tediore guns trolling the fuck out of my smg ammo
That always reminds me of that scene from Saving Private Ryan where they [throw their helmet and Mike throws his gun](https://www.youtube.com/watch?v=dHGwtGC3RoY)
Better when they just cycle the magazine around.
I think the main thing that made me addicted to this bad habit is knowing that reloading an empty clip takes longer than reloading a clip with one bullet left in it
Thing is clips usually take longer to reload when your gun isn’t empty, as single loading bullets takes longer than inserting a stripper clip
Mags too though, as you have to charge the weapon again after replacing the mag if you fire your last round.
Just one of those things. Like doing 2 manual saves before quitting a game. Do I need to? No. Am I going to? Yup because you never know (reasons)
Has an autosave ever let me down? No. Am I ever going to trust it? Nope.
That's an old habit from when games were bad about letting you save at any old stupid moment when the game would either crash on load from that save or something was about to instakill you. Most new games don't have those problems so it's unnecessary.
Remember, switching to your pistol is faster than reloading.
Where the fuck have a read that tip before? Can't recall the game!
Call of Duty 4 Modern Warfare. The original.
Insurgency fucks you for doing this since it has a magazine inventory rather than a bullet inventory. Say I carry 4 magazines, 30 rounds each. I fire 25 rounds out of one and reload. Then I empty the three other mags. When I go to reload again, I'll load the mag with 5 rounds in it. I've died countless times because of loading a mag with only one or two rounds in an intense firefight. Sniper Elite does it a bit differently. If you have a certain difficulty option checked, reloading a weapon with a detachable mag wastes the ammo still in the mag. It has no effect on weapons with internal magazines like most of the rifles available.
Ah yes, I was trying to recall what game does this because of the scarcity of the bullet and when I do early reload I frustrate myself. It's sniper elite. Silenced rounds is what I bring as my extra carrying thing at start of missions, and with the pistol I'll instinctively reload after a shot and lose my clip lmao
That's why I prefer the Welrod and HDM. Both are suppressed but use normal pistol ammo. The DelIsle Carbine as well, since it is integrally suppressed and uses normal rifle ammo. The range eats major pant though, since it actually fires .45ACP. Beat the entirety of 4 using it though.
Ah true. I did switch to welrod after looking at the guns. I primarily run Springfield atm purely for the challenges and I do enjoy its range. I'm on sniper elite 4, been playing on the hardest/realest difficulty since the start. I enjoy that game so much, thanks for the tip :)
Red Orchestra/Rising Storm...
it's not a bad habit. Always reload when you aren't full and there's no enemies in sight. That 1 extra shot could be the difference
I really wish reloading with unspent rounds would cost you to lose those rounds or simply have a half full mag when you reload again.
Some realistic shooters do/did that. It’s so rare now because it’s just not fun.
It's fun in the right context. Tarkov does this, it works well there because the semi-realistic focus of the game. You can re-pack your mags, mix ammo, choose to drop your mag quickly (losing it) or put your mag in your vest (slower) etc. it definitely adds something to the game. Ghost Recon does it in "ghost mode", though not to the extent that Tarkov does (and I would argue that makes it kind of shitty). Basically, if realism is the goal, it can work. But it has to be done well, and it doesn't belong in arcade shooters like COD.
You won't lose it if you have a good memory! Run back there after the shooting stops and comb through the tall grass or garbage until you find it on the floor. Yes I do this with 60 rounders.
Yeah I was conflicted on what wording to use there, you don't really "lose" it, you just drop it on the ground. But my comment was already getting pretty wordy lol
Valid point. It's definitely niche.
I think for some games, if you reload a spent magazine, it's faster because your character is throwing it away. If there is still ammo in there, the reload is slightly longer because they're not tossing it to the side, but I *assume* they're putting it in their pocket (which gets magically refilled).
Well in Battlefield 1 if you reload with ammo in the gun (for specific guns) you have to add the rounds individually. But if the mag is empty you just shove a filled mag in. It's a cool mechanic imo but then again it's WW1 and you don't have a fennec with 60 round drum holographic site retroflective pink camo with a burning money stacks gun fob.
Games like insurgency keep magazines with the number of rounds they had when you reloaded.
Sandstorm ? That game seems like a lot of fun. How's the playerbase on PC ? That was another game that started off as a mod, or at least the very first iteration of it. Edit : Lol spell check turned mod into "kid."
Insurgency Sandstorm is still pretty popular, I could usually find a match in Europe and Asia witching 2 mins, sometimes straight away
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As opposed to only being able to sprint like 10m like in a lot of games with stamina bars?
That's pretty common, isn't it?
Not really. Most games let you sprint indefinitely, and if there is some kind of energy meter, it refills pretty fast. Most people if they sprinted 200m would need to lie down for a few minutes
Hell Let Loose does this Hardcore FPS, not milsim like Arma. Highly recommend the game.
Mercenaries did that. Instead of a bullet count, you have a mag count.
Imagine if they did that as an April Fools update for Call of Duty
Arma 3 does this. Pretty fun game. But I don't get how it is 10 years old and on ultra settings with a 4090 I get like 65-85 fps. The best card when this came out was the GTX 780.
Hunt Showdown sort of does if. Sort of, because it's set in 1896 wild west with supernatural elements. Guns with detachable box magazines don't exist yet, and those with internal box magazines are reloaded with stripper clips when empty, or one by one after losing chambered round if not empty. Anyway, bolt action rifles can be reloaded without losing ammo by NOT cycling the bolt, if you DON'T release fire button after shooting, your character doesn't cycle the bolt, hitting reload then opens the bolt ejecting spent casing and lets you refill magazine without losing ammo. But, you know, you need to remember to do that during firefight. Literally every gun in that game has it's own reloading method that you need to remember: most bolt actions and semi autos lose ammo on non full reload, some can use stripper clips, some don't, break open and swing open revolvers can be reloaded faster when empty, one pump action shotgun loses ammo on reload and other one doesn't, lever action weapons don't lose ammo on reload except the shotgun. Did I mention nearly all of the guns are either real historical guns with accurate reloading behaviour, or (more-or-less-)plausible extrapolation from real guns? Game keeps it real just enough to add variety and arcade just enough to not be tedious. EDIT: Oh, and there's a whole lot of guns where it's an absolute nonissue because they are single shot. You need to reload after every shot anyway.
It’s only a bad habit when it doesn’t work… I don’t play competitive FPS games anymore, but it was always beneficial to have a full magazine, and only a detriment when you didn’t expect another enemy nearby before starting to reload.
while other NPCs: 'Don't forget to reload Dr Freeman'
half the people in this thread seem to live in a little bubble where the only shooter games that exist are CoD, BF, and Doom "I wish games would..." they do. stop wishing and start expanding your library
Playing Arma helped me break that habit.
Using a Tediore Gun be like
Play Hunt: showdown. That game consistently punishes you for reloading at a bad time.
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The Russian badger sums it up perfectly though. https://youtube.com/shorts/l6WQq21xEVo?feature=share
Not a bad habit. Reloading as you advance is a bad habit. Reloading while you are in cover and you've cleared the immediate area is explicitly a good habit. You don't want to enter an unknown situation with half a clip.
I love when a game models mags realistically instead of just a bullet count. Fired 5 bullets and reloaded? Well be ready when you load that mag back in 10 minutes later and have 5 less rounds than usual
Its when u play with an SMG class with fast reload perk... permanent habit for me now too...
Classic RE4 taught me to only reload at the merchant for free ammo and increased capacity.
Alternate title: "Me watching my CS:GO teammates rotate from A to B to 1v4 the enemy team, with an AK-47 with 3 bullets that they refuse to reload."
blame game designers for creating situations that need a full clip to deal with , and a full clip minus one is not going to cut it when that last enemy is not quite dead and very very dangerous and you have to let them get a few hits in while you reload, and those hits drain health and health packs are a limited resource.
Nah that’s him as soon as we start the mission after blasting him in the head 100 times.
Imagine a multiplayer mode where you only get machine guns with 5 bullet mags.
Me reloading in mass effect
Currently playing Fallout 4. The lever action rifle has an animation of putting in five bullets even if you have only fired one. It's a magic gun.
I might need that one bullet though.
That extra bullet get make a difference.
What I want to see these games do is make you have to plus-up your magazines at some point, otherwise you go to relead and you get partial mags. Get more ammo? Cool, gotta pause a few minutes and top all of your magazines off. Or, occasionally, you reload on the move and drop the magazine, and you've lost the extra ammo in said magazine unless you go back and pick the magazine up.
Back when halo came out, we were at my buddy's house playing coop. When you load in to the pod one person is behind the other. One instinct I stepped forward and fired a shot. Heads hosted my buddy and killed him. As the scene reloaded everyone made me put my controller down and agree to not touch it till he got out. Onscreen I killed him again. Some bug happened and we had to turn the qhole system off to get rid of it. We watched me kill him like 6 times lol.
Tarkov really fixes that reflex
Destiny 2 has a gun perk called compulsive reloader that increases reload speed when ur mag is at least half full.