But in real life your ammo count will reduce by the entire remaining magazine when you switch, not simply convert your total round count to a full magazine the next time you switch.
If you shoot the last round in the magazine on most guns you would then need to charge the action after inserting the magazine to get the first round from the magazine into the chamber.
If you reload before your mag goes dry there is still a round in the chamber so all you need to do is swap mags and start shooting again, hence it being "tactical"
Its just about the action of getting the first round in the magazine into the chamber to be fired
this is when you see them pull some kind of lever back and let it fly back forward
dry firing isn't bad on most guns, only some rimfire guns or fragile antiques.
Just be aware that its the action of shooting that loads the next round from the magazine and if you are fully empty and go to reload you need to charge that first round into the chamber.
thats exactly it, when you fire the last round the gun cycles but it does not pick up the next round in the magazine, the gun does not know its ammo count.
So when you put in that fresh mag after shooting it empty you then have to pull the charging lever or release the bolt to start the cycle again.
First off, dry firing is not bad if your gun is not a piece of shit, all military weapons can be dry fired no issue.
Secondly, the speed of an empty vs tactical reload varies greatly from gun to gun depending on how the controls are setup. Any gun that requires you to rack the bolt will be slow, those with last round hold open are faster, and those with bolt release buttons are the fastest. For something like a handgun, an empty reload and a tactical reload are effectively the same speed.
its a tactical decision. irl you normally wouldnt reload mid-fight unless youre empty. because the average soldier doesnt need to be worrying about juggling half mags.
I disagree, if there is a lull in the fighting there is no reason not to swap magazines, specially because of how hard it is to track remaining ammo in the heat of battle. You don't have to juggle shit, just throw your half-empty mag into the empty mag pouch. If you notice you are running out of mags, ask your friends or fall back for more. As they say, the only noise louder than a bang is a click.
>a lull in the fighting
well then thats not mid-fight, is it? if youre currently under fire, you have little reason to be reloading when you could be shooting back.
Empty reloads should be faster than tactical reloads, as a way to incentivize actually emptying your magazine and not just spamming reload all the time with like 28/30 bullets remaining
I've had this concept for a Duke Nukem type game that combines the presence and absence of reloads. >dual pistols have a pseudo-random firing pattern where the gun in one hand always ends up firing twice as many rounds as the other, leading to that being reloaded while the other can still shoot, and vice versa >pump shotgun wieners at the same exact speed as inserting a new shell so it doesn't matter if you're shooting or not >alternatively, it's a pump shotgun with a box magazine that reloads as fast as it wieners >three-barreled machine gun actually has three magazines and you only change one of them at a time >rocket launcher is single shot with a fast reload >energy weapon has one internal battery that is recharged, and you never change the battery itself
>walking over a gun makes you replace your existing one with that one automatically, giving you a full mag
there's no practical reason for reloads to have ever been implemented into video games, because managing how many attacks you have in a pool, and manually restoring that attack pool is not actually interesting
this is the same reason why there doesn't need to be a sprint button, or a 'aim better' (aim down sights) button
this mindless shit is implemented into games, not to make them better, but to sell units to easily distracted idiots and teach them how to be better, more obedient soldiers
Its not supposed to be "interesting" its supposed to be convenient because walking around with only one bullet in a magazine is silly.
Sprinting is a mixed bag. Some games benefit from it more than others. Often its superfluous and you would be better off dedicating that buttom to something else.
ADS is absolutely moronic, outside of something like a Sniper Rifle where thats the guns ability.
Its not supposed to be "interesting" its supposed to be convenient because walking around with only one bullet in a magazine is silly.
Sprinting is a mixed bag. Some games benefit from it more than others. Often its superfluous and you would be better off dedicating that buttom to something else.
ADS is absolutely moronic, outside of something like a Sniper Rifle where thats the guns ability.
>'aim better' (aim down sights) button
That only exists for console players. They have an objectively inferior control interface and are sitting far away from a screen. They need an accessibility feature that simultaneously zooms in the screen so they can see, and lowers the analog sensitivity so they can hit things despite the bad control interface.
For sniper rifles. "Aim down sights" became a standard for all guns in shooters because of CoD babbies. It isn't even realistic since a real shooter keeps both his eyes open.
In third person shooters the aim button was added because of Resident Evil 4, which has a compromised control scheme dictated by the Gamecube's inability to provide twin-stick controls, hence a modifier that can convert the movement stick into the aiming stick. It's also the reason that game has "tank controls". Can't have strafe if all you get is one stick.
Well those games suck then, according to your screenshot. If you're not doing it for gamepad handicap accessibility, then you're doing it for realism. And since it's not stereoscopically accurate since you can't see past your gun with the off-sight eye, it's not for realism.
10 months ago
Anonymous
it still is for realism. you're just saying it's not realistic enough, which is to be expected since it's not real.
>It isn't even realistic since a real shooter keeps both his eyes open
this pisses me off a lot since a shitton of FPS games have problems with gun and sights take up like 60% of the screen and also makes muzzle flash a big problem (hello apex legends)
I wish one fricking game would do it right
ONE FRICKING GAME
>muzzle flash
just imagine every gun in apex has a massive frickoff muzzle break
10 months ago
Anonymous
>what am I shooting at? who the frick knows lol
10 months ago
Anonymous
>game has a muzzle break you can find and equip >it doesn't actually do anything
10 months ago
Anonymous
>game has tactical buttstock you can equip >it doesn't do anything... >...for PC players. For console players it reduces the amount your aim sways away from locked aim-assist targets
Yes, apparently that is now a thing in some games
10 months ago
Anonymous
things like this is why I stopped playing FPS shit games and moved my shootan needs to the range instead
10 months ago
Anonymous
It has gotten worse. There's now games where the PC players have a subtle anti-aim-assist, which produces a very slight repulsion effect on your aim so as your crosshair gets close to a target, it very slightly fights back at the input of trying to get the closer to the bullseye.
10 months ago
Anonymous
sounds like bullshit you made up just now
10 months ago
Anonymous
It's a real thing. I'm trying to ask right now from someone who discovered the effect which game it was
And those developers who started adding ADS to games thought that 90's FPS games were unrealistic because of how the gun is held. Little did they know that when you're aiming down sights, your off-sight eye basically sees the gun the way it's displayed in games like Counter-Strike or Half-Life. Slightly from the side.
For select weapons. But an "aiming feature" being universal for every gun in the players arsenal wasn't normal until console gaming grew in popularity.
Its not supposed to be "interesting" its supposed to be convenient because walking around with only one bullet in a magazine is silly.
Sprinting is a mixed bag. Some games benefit from it more than others. Often its superfluous and you would be better off dedicating that buttom to something else.
ADS is absolutely moronic, outside of something like a Sniper Rifle where thats the guns ability.
aim down sight has a place in some games, it's designed to LIMIT MOVEMENT
What do you mean by "tactical reload"?
If you mean loading a fresh mag and chambering a round, then yeah, that should take a fraction of a second more to do so than only slotting in a fresh mag.
You've gotta pull the bolt/slide/whatever anyway to be ready to shoot.
I don't understand. Would a moron please teach me what a "tactical reload" is? I'm too /k/ for this shit, whatever it is.
Motherfricker, I see that, but I'm still confused about the terminology. Reloading while you're on your last round is standard, not something "tactical"
Is this concept born of airsoftgays or some shit?
>you're on your last round is standard,
you literally won't know you are on your last round and its not standard fricking anywhere lmao. You reload when empty or you are making a 'tactical' decision to preemptively replace your current mag with ? number of rounds left to be better prepared for an upcoming engagement
no one is counting how many rounds they dumped into someone at full auto.
but even if we went with your idea that every infantry man was a fricking autist who has an incessant need to count, you would still make the TACTICAL DECISION to dump your half empty mag for a full one to be prepared
10 months ago
Anonymous
Bruh, have you ever magdumped? An ar1t for example, last gun I've fired. 30 round mag. You can hear and FEEL every single round.
10 months ago
Anonymous
no shit you can hear and feel it, but if you're trying to keep a mental count of how many shots you've fired off instead of focusing on whoever is shooting at you, your a dead moron
>Infantry are trained to count their shots
literally no military trains people to count shots. i cant believe you tried to claim youre from /k/.
10 months ago
Anonymous
>literally no military trains people to count shots
He's an idiot for acting like "tactical reload" is some term thats hard to understand, but you're high as a kite if you think militaries don't make sure their soldiers maintain a good idea of how much ammunition is in their weapon at any given time to the best of their ability in the situation.
10 months ago
Anonymous
>a good idea of how much ammunition is in their weapon
as in, full, around half, or almost empty. the military is training people to be rainman counting toothpicks.
10 months ago
Anonymous
Oh, he's literally talking about counting each individual shot to reload on the last round? Yeah thats pretty moronic.
When I was in basic training it was the other way around. They taught us to not count, and to reload when an opportunity arrives so you wouldn't need to worry about running out, and you cycle the action even if you still have a round in the chamber after switching mags because you don't want to pop out of cover and find out that you're unable to fire afterall. You don't count. Counting means that you might be wrong. When you are, you might die.
The newest COD that came out had people seething and losing their minds they had realistic (or atleast semi realistic) reloads. They were so fricking mad they would kill someone in X bullets and reload then would get ambushed and die because they couldnt do the trick to switch back without completing the reload so theyd die
If you're gonna take something from the real world, I suggest not half-assing it. That's just a leaving immersion points lacking for no apparent reason other than laziness.
They introduced it to Rainbow. There is also one bullet left in hole for weapons with mags before you attach the new mag. Not much of a difference besides few weapons which is better with animation cancelling for a reload.
Yeah, by however long it takes to chamber the first round
>SHOULD LE VIDEOGAMES BE LE REALISTIC????????
No, homosexual, kys.
If the realism adds depth and immersion, realism is le good.
Yes, chud, anhero.
Yeah, it rewards people who don't let their magazine run dry. You don't even have to be a realismgay for that.
But in real life your ammo count will reduce by the entire remaining magazine when you switch, not simply convert your total round count to a full magazine the next time you switch.
You can just retain the partial magazine and use it later
good tactical games do this, if you fast reload you still drop the mag though.
I don't give a frick about realism.
battlefield used to have magazine count instead of total bullets
Every single reload should have a chance for you to fumble the magazine
i know what you mean but what the frick is tactical about it, why do we call it that
If you shoot the last round in the magazine on most guns you would then need to charge the action after inserting the magazine to get the first round from the magazine into the chamber.
If you reload before your mag goes dry there is still a round in the chamber so all you need to do is swap mags and start shooting again, hence it being "tactical"
Never owned a gun before, so I dunno how this works. Do empty reloads mean you dry fire your gun? That's a bad thing, isn't it?
No, the bolt stays open when the magazine is empty.
Not on every gun. All AK variants save a few obscure ones don't have bolt hold open, for example.
Its just about the action of getting the first round in the magazine into the chamber to be fired
this is when you see them pull some kind of lever back and let it fly back forward
dry firing isn't bad on most guns, only some rimfire guns or fragile antiques.
Just be aware that its the action of shooting that loads the next round from the magazine and if you are fully empty and go to reload you need to charge that first round into the chamber.
why? shouldn't the last round fired have charged it? It's not like the gun knows there are no more bullets coming
thats exactly it, when you fire the last round the gun cycles but it does not pick up the next round in the magazine, the gun does not know its ammo count.
So when you put in that fresh mag after shooting it empty you then have to pull the charging lever or release the bolt to start the cycle again.
First off, dry firing is not bad if your gun is not a piece of shit, all military weapons can be dry fired no issue.
Secondly, the speed of an empty vs tactical reload varies greatly from gun to gun depending on how the controls are setup. Any gun that requires you to rack the bolt will be slow, those with last round hold open are faster, and those with bolt release buttons are the fastest. For something like a handgun, an empty reload and a tactical reload are effectively the same speed.
dryfiring isn't a problem on modern guns
i know what it is i just don't see what's so tactical about it
its a tactical decision. irl you normally wouldnt reload mid-fight unless youre empty. because the average soldier doesnt need to be worrying about juggling half mags.
I disagree, if there is a lull in the fighting there is no reason not to swap magazines, specially because of how hard it is to track remaining ammo in the heat of battle. You don't have to juggle shit, just throw your half-empty mag into the empty mag pouch. If you notice you are running out of mags, ask your friends or fall back for more. As they say, the only noise louder than a bang is a click.
>a lull in the fighting
well then thats not mid-fight, is it? if youre currently under fire, you have little reason to be reloading when you could be shooting back.
you wouldn't reload a half empy mag on the range
only in a combat situation
Oh yea I used to do this in shooting range during my national service. You need to mentally count how many bullets you shot.
Empty reloads should be faster than tactical reloads, as a way to incentivize actually emptying your magazine and not just spamming reload all the time with like 28/30 bullets remaining
games shouldnt have reloads
bump
I've had this concept for a Duke Nukem type game that combines the presence and absence of reloads.
>dual pistols have a pseudo-random firing pattern where the gun in one hand always ends up firing twice as many rounds as the other, leading to that being reloaded while the other can still shoot, and vice versa
>pump shotgun wieners at the same exact speed as inserting a new shell so it doesn't matter if you're shooting or not
>alternatively, it's a pump shotgun with a box magazine that reloads as fast as it wieners
>three-barreled machine gun actually has three magazines and you only change one of them at a time
>rocket launcher is single shot with a fast reload
>energy weapon has one internal battery that is recharged, and you never change the battery itself
>walking over a gun makes you replace your existing one with that one automatically, giving you a full mag
they should make it so you have to manually put bullets in magazines
only if the rounds in the dumped mag are lost
otherwise it incentivizes reloading every 3 rounds
there's no practical reason for reloads to have ever been implemented into video games, because managing how many attacks you have in a pool, and manually restoring that attack pool is not actually interesting
this is the same reason why there doesn't need to be a sprint button, or a 'aim better' (aim down sights) button
this mindless shit is implemented into games, not to make them better, but to sell units to easily distracted idiots and teach them how to be better, more obedient soldiers
Its not supposed to be "interesting" its supposed to be convenient because walking around with only one bullet in a magazine is silly.
Sprinting is a mixed bag. Some games benefit from it more than others. Often its superfluous and you would be better off dedicating that buttom to something else.
ADS is absolutely moronic, outside of something like a Sniper Rifle where thats the guns ability.
Quakegay cope
>'aim better' (aim down sights) button
That only exists for console players. They have an objectively inferior control interface and are sitting far away from a screen. They need an accessibility feature that simultaneously zooms in the screen so they can see, and lowers the analog sensitivity so they can hit things despite the bad control interface.
PC games have had those kinds of mechanics longer than console games have.
For sniper rifles. "Aim down sights" became a standard for all guns in shooters because of CoD babbies. It isn't even realistic since a real shooter keeps both his eyes open.
In third person shooters the aim button was added because of Resident Evil 4, which has a compromised control scheme dictated by the Gamecube's inability to provide twin-stick controls, hence a modifier that can convert the movement stick into the aiming stick. It's also the reason that game has "tank controls". Can't have strafe if all you get is one stick.
>For sniper rifles.
For every gun.
Well those games suck then, according to your screenshot. If you're not doing it for gamepad handicap accessibility, then you're doing it for realism. And since it's not stereoscopically accurate since you can't see past your gun with the off-sight eye, it's not for realism.
it still is for realism. you're just saying it's not realistic enough, which is to be expected since it's not real.
>It isn't even realistic since a real shooter keeps both his eyes open
this pisses me off a lot since a shitton of FPS games have problems with gun and sights take up like 60% of the screen and also makes muzzle flash a big problem (hello apex legends)
I wish one fricking game would do it right
ONE FRICKING GAME
>muzzle flash
just imagine every gun in apex has a massive frickoff muzzle break
>what am I shooting at? who the frick knows lol
>game has a muzzle break you can find and equip
>it doesn't actually do anything
>game has tactical buttstock you can equip
>it doesn't do anything...
>...for PC players. For console players it reduces the amount your aim sways away from locked aim-assist targets
Yes, apparently that is now a thing in some games
things like this is why I stopped playing FPS shit games and moved my shootan needs to the range instead
It has gotten worse. There's now games where the PC players have a subtle anti-aim-assist, which produces a very slight repulsion effect on your aim so as your crosshair gets close to a target, it very slightly fights back at the input of trying to get the closer to the bullseye.
sounds like bullshit you made up just now
It's a real thing. I'm trying to ask right now from someone who discovered the effect which game it was
And those developers who started adding ADS to games thought that 90's FPS games were unrealistic because of how the gun is held. Little did they know that when you're aiming down sights, your off-sight eye basically sees the gun the way it's displayed in games like Counter-Strike or Half-Life. Slightly from the side.
For select weapons. But an "aiming feature" being universal for every gun in the players arsenal wasn't normal until console gaming grew in popularity.
aim down sight has a place in some games, it's designed to LIMIT MOVEMENT
What do you mean by "tactical reload"?
If you mean loading a fresh mag and chambering a round, then yeah, that should take a fraction of a second more to do so than only slotting in a fresh mag.
You've gotta pull the bolt/slide/whatever anyway to be ready to shoot.
I don't understand. Would a moron please teach me what a "tactical reload" is? I'm too /k/ for this shit, whatever it is.
its literally been explained several times in this thread
Motherfricker, I see that, but I'm still confused about the terminology. Reloading while you're on your last round is standard, not something "tactical"
Is this concept born of airsoftgays or some shit?
>you're on your last round is standard,
you literally won't know you are on your last round and its not standard fricking anywhere lmao. You reload when empty or you are making a 'tactical' decision to preemptively replace your current mag with ? number of rounds left to be better prepared for an upcoming engagement
What sort of gun have you been firing where you can't count the shots? Infantry are trained to count their shots for a fricking reason.
no one is counting how many rounds they dumped into someone at full auto.
but even if we went with your idea that every infantry man was a fricking autist who has an incessant need to count, you would still make the TACTICAL DECISION to dump your half empty mag for a full one to be prepared
Bruh, have you ever magdumped? An ar1t for example, last gun I've fired. 30 round mag. You can hear and FEEL every single round.
no shit you can hear and feel it, but if you're trying to keep a mental count of how many shots you've fired off instead of focusing on whoever is shooting at you, your a dead moron
>Infantry are trained to count their shots
literally no military trains people to count shots. i cant believe you tried to claim youre from /k/.
>literally no military trains people to count shots
He's an idiot for acting like "tactical reload" is some term thats hard to understand, but you're high as a kite if you think militaries don't make sure their soldiers maintain a good idea of how much ammunition is in their weapon at any given time to the best of their ability in the situation.
>a good idea of how much ammunition is in their weapon
as in, full, around half, or almost empty. the military is training people to be rainman counting toothpicks.
Oh, he's literally talking about counting each individual shot to reload on the last round? Yeah thats pretty moronic.
When I was in basic training it was the other way around. They taught us to not count, and to reload when an opportunity arrives so you wouldn't need to worry about running out, and you cycle the action even if you still have a round in the chamber after switching mags because you don't want to pop out of cover and find out that you're unable to fire afterall. You don't count. Counting means that you might be wrong. When you are, you might die.
>I'm too /k/ to understand extremely basic terminology that literally everyone else understands.
Games should have manual reloads so you can frick up completely.
The newest COD that came out had people seething and losing their minds they had realistic (or atleast semi realistic) reloads. They were so fricking mad they would kill someone in X bullets and reload then would get ambushed and die because they couldnt do the trick to switch back without completing the reload so theyd die
Ganker - Military and Tactical Response Expertise
If you're gonna take something from the real world, I suggest not half-assing it. That's just a leaving immersion points lacking for no apparent reason other than laziness.
They introduced it to Rainbow. There is also one bullet left in hole for weapons with mags before you attach the new mag. Not much of a difference besides few weapons which is better with animation cancelling for a reload.