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draco122

Manual & Tactical Reload

16 posts in this topic

Sorta stemmed from the "gameplay gimmicks" thread but wanted to focus on that specific gimmick rather than clutter up that thread.

Basically two sorts of reload, a slow manual reload and a quick tactical reload.

In those elements were ammunition is critical, players when they have a moment to spare can manually reload their weapon, the process is slow and awkward but it allows the rounds in the magazine to be saved for later use while still having a full magazine, so your not just wasting ammo if you if need to have a full clip before running out into hell itself, wasting said bullets in the process. The bullets that were previously in the magazine and thus dumped into your reserve ammo pool.

A Tactical reload however is a much faster but costly alternative, you reload faster but loose all bullets in your current magazine forcing you to pick them up afterwards (in the form of that weapons magazine), which after having multiple zombies coming at you in a dark street can make things difficult if not impossible.

Certain guns are an exception to this rule however. Shotguns are one such example, having neither reload option allowing shells to be reloaded on the go. Revolvers come at a somewhat close second, however a tactical reload on a revolver still means you'll loose bullets.

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A thing I would add to this possible system (which could be great) is an automatic slowdown when you're manually reloading. If you're busy taking bullets out of a box and puting it inside your magazine, and then puting your magazine inside your gun... That shouldn't be done while running as fast as usually. Don't you think?

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I hope something like this is implemented,some people want to be able to load bullets individually into clips as well as be able to be removed ammo from clips and keep track of how much ammunition is in a clip/mag.I support all these concepts but having them all included would lead to some over complication.To work you would need to pick up ammunition as well as find clips/mags,load them separately and keep track of how much box ammunition you have,how many mags you have to use before you have to individually load,and how many bullets are in each mag assuming you could keep half full mag/clips,then managing the inventory..

What i would like to see that gets a little bit of every world and is more simplified for gameplay:

-Reloading with ammo still in your clip/mag will drop magazine with the remaining ammo.

-Change checking your ammunition to stay the screen when "R" is still held and not just timed based.

-When the ammo is being checked and "R" is still held down clicking LMB will manually load the clip to full capacity,RMB will unload the clip and put the ammunition back in your inventory.

-Dropped half used clips/mags can be picked back and ammunition in them recovered.

-When a clip or mag is picked the ammunition goes back into your ammo box and a animation plays of you unloading the clip (this keeps players from purposely dropping clips then picking them back up to recover ammo quicker)

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Manual and tactical reloads will be coming as well as ghost loading for shotguns.

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A Tactical reload however is a much faster but costly alternative, you reload faster but loose all bullets in your current magazine forcing you to pick them up afterwards (in the form of that weapons magazine), which after having multiple zombies coming at you in a dark street can make things difficult if not impossible.

Sounds more like a panicked lose your shit reload more than a "tactical" reload really.

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The action is commonly referred to in the shooting community as a "tactical reload"

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Actually, what Draco described is a speed reload - dropping the used magazine before putting in a new one. In a tactical reload, you don't drop the used magazine, you put it away so you can use the ammo later.

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Actually, what Draco described is a speed reload - dropping the used magazine before putting in a new one. In a tactical reload, you don't drop the used magazine, you put it away so you can use the ammo later.

It's debatable I guess :/

I've always heard of it as a "Tactical Reload", guess it must be around the same terminology as the whole "Clip and Magazine"

But still the whole concept of losing ammo on a speed reload still applies, gotta have some balance to it. At least I also said you can pick it up afterwards. Hell it would be kind of funny that someone that kept using speed reloads yet didn't pick up the ammo afterwards, means that someone else who is a little smarter on ammo conservation means they can pick up his remaining bullets

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Actually, what Draco described is a speed reload - dropping the used magazine before putting in a new one. In a tactical reload, you don't drop the used magazine, you put it away so you can use the ammo later.

Incorrect, in my handgun holster tactical course dropping a non-empty magazine mid-shoot was considered a tactical reload according to the RCMP

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Manual and tactical reloads will be coming as well as ghost loading for shotguns.

I understand the tactical reloads because that could be played off as someone panicking, but I was under the impression that the survivors are just regular people with little / no firearm experience. Does the average person even know what ghost loading is?

It is cool, though.

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Incorrect, in my handgun holster tactical course dropping a non-empty magazine mid-shoot was considered a tactical reload according to the RCMP

AFAIK

Speed Reload:

http://www.youtube.com/watch?v=2GsmUzSBaUQ

Tactical Reload:

I guess the definition varies, or is unclear/unknown. One way or the other, we should clear up wtf we're talking about.

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In my oppinion there should be 3 types of reloading for pistols/rifles.

Basic types of reloading for pistols/rifles:

Tactical reload (video above);

Speed reload (same);

Manual reload (by inserting bullets one by one);

And also 2 types of ammution:

mags and ammo packs;

There's a problem about how many mags you could have at once etc, I have no idea about it.

Another problem with reloading. There's no army men or at least cops in the game. So how do they could manage to perform speed reloads? Maybe special key combinations? In failure case, when you perform wrong key combination, your speed reload is much slower than regular (tactical) one.

Edited by EriXeras

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In my oppinion there should be 3 types of reloading for pistols/rifles.

Basic types of reloading for pistols/rifles:

Tactical reload (video above);

Speed reload (same);

Manual reload (by inserting bullets one by one);

And also 2 types of ammution:

mags and ammo packs;

There's a problem about how many mags you could have at once etc, I have no idea about it.

Another problem with reloading. There's no army men or at least cops in the game. So how do they could manage to perform speed reloads? Maybe special key combinations? In failure case, when you perform wrong key combination, your speed reload is much slower than regular (tactical) one.

Keep in mind that the ammo system would have to be rewritten for this. In most games - especially those based on the Source engine, including this one - you automatically keep the TOTAL of your ammo when you reload - you basically simply refill your weapon.

With the implementation of a realistic system, you'd have to keep track of the number of rounds in every single magazine, be able to choose which not-full magazine to load, transfer individual rounds from magazines or boxes to other magazines... that's a design and programming nightmare, and micromanaging every single bullet, clip and box of every kind of ammunition doesn't really sound like fun for the player.

My suggestion for reloading/ammo handling:

(I was thinking of sort of a reloading minigame like in Gears of War, but I don't think the devs would like to implement mini games (although technically, key pads are mini-games). Still: )

Hold "Reload": Check ammo.

Tap "Reload" during ammo check animation: unload current weapon.

Tap "Reload" once: Speed reload - or rather "normal" reload: The current clip is dropped with all remaining rounds and a new one is inserted. The dropped clip can be picked up. (Or box. The player empties ALL chambers when he speed reloads - the remainig live rounds are in a box, because nobody would like to pick up individual rounds - or implement them.

Tap "Reload" twice: Initiate tactical reload mini game

A filling bar/ring with a green area (the rest is red). The player needs to tap "reload" once when the counter is in a green area.

Win: player doesn't drop the current clip; it goes back into the inventory.

Fail: player drops the current clip and takes much longer to reload.

A speed reload should always be faster than a botched attempt at a tactical reload.

ALTERNATIVELY:

Hold "Reload": Check ammo.

Tap "Reload" during ammo check animation: unload current weapon.

Tap "Reload": Initiate reload mini game

A filling bar/ring with a small green area towards the end (the rest is red). The player needs to tap "reload" once when the counter is in a green area to perform a tactical reload.

Win: Tactical Reload - player doesn't drop the current clip; it goes back into the inventory.

Fail: Normal reload - player drops the current clip and takes much longer to reload.

That means "noobs" can just frantically hit the reload button while pros keep their cool and pull a tactical.

Here's the compromise: in order to avoid micro management of single rounds, all ammo of the same kind goes into a pool. Ammo that is picked up automatically fills clips. This means that the player can only have ONE clip that is not full. Full clips are always dropped/loaded first.

SHOTGUNS and FLARE GUNS are the exception, of course, and work like they do now. Except for the double barrel, which works like a revolver. Urgh, it's getting complicated.

Edited by Agatsu

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Keep in mind that the ammo system would have to be rewritten for this. In most games - especially those based on the Source engine, including this one - you automatically keep the TOTAL of your ammo when you reload - you basically simply refill your weapon.

With the implementation of a realistic system, you'd have to keep track of the number of rounds in every single magazine, be able to choose which not-full magazine to load, transfer individual rounds from magazines or boxes to other magazines... that's a design and programming nightmare, and micromanaging every single bullet, clip and box of every kind of ammunition doesn't really sound like fun for the player.

My suggestion for reloading/ammo handling:

(I was thinking of sort of a reloading minigame like in Gears of War, but I don't think the devs would like to implement mini games (although technically, key pads are mini-games). Still: )

Hold "Reload": Check ammo.

Tap "Reload" during ammo check animation: unload current weapon.

Tap "Reload" once: Speed reload - or rather "normal" reload: The current clip is dropped with all remaining rounds and a new one is inserted. The dropped clip can be picked up. (Or box. The player empties ALL chambers when he speed reloads - the remainig live rounds are in a box, because nobody would like to pick up individual rounds - or implement them.

Tap "Reload" twice: Initiate tactical reload mini game

A filling bar/ring with a green area (the rest is red). The player needs to tap "reload" once when the counter is in a green area.

Win: player doesn't drop the current clip; it goes back into the inventory.

Fail: player drops the current clip and takes much longer to reload.

A speed reload should always be faster than a botched attempt at a tactical reload.

ALTERNATIVELY:

Hold "Reload": Check ammo.

Tap "Reload" during ammo check animation: unload current weapon.

Tap "Reload": Initiate reload mini game

A filling bar/ring with a small green area towards the end (the rest is red). The player needs to tap "reload" once when the counter is in a green area to perform a tactical reload.

Win: Tactical Reload - player doesn't drop the current clip; it goes back into the inventory.

Fail: Normal reload - player drops the current clip and takes much longer to reload.

That means "noobs" can just frantically hit the reload button while pros keep their cool and pull a tactical.

Here's the compromise: in order to avoid micro management of single rounds, all ammo of the same kind goes into a pool. Ammo that is picked up automatically fills clips. This means that the player can only have ONE clip that is not full. Full clips are always dropped/loaded first.

SHOTGUNS and FLARE GUNS are the exception, of course, and work like they do now. Except for the double barrel, which works like a revolver. Urgh, it's getting complicated.

That's a pretty good idea for me.

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