Oh you're right! It's normal to run around the battle field with 50 different clips/mags for your rocket launcher, assault rifle, pistol, shotgun and flamethrower which you carry God knows where!
And I'm not even metioning the fact that some weapons have buit in magazine (you use clips to fill this one. If you're too dumb to know the difference between clip and magazine ask google. Or you know what? DON'T talk about something you have NO knowlege about) which is not that easy to pull rounds out of it just so you can drop them on the ground to put in new clip.
Talking about realistic reloading you should rather have to find a minute from time to time to put rounds in your spare mags/clips to use them when you need it.
On the other hand why would you except realistic reloading in a game where you - one soldier can kill hundreds of enemies without sweating! Not even mentioning that you can run with a dozen of bullets in your leg, shoot a gun after getting blown up by a nearby granade (even if it's too far away from you to hurt you keep in mind shards, rocks, broken glass etc) and heal headshot with a bandage.
Or my favourite: you can shot a dozen rockets, granades or other explosives at the building but the walls don't give a f**k and just get a little dirty...
It's not reloading that is unrealistic in game. It's the game that's unrealistic. You can either get over it or go to army/become a gangster and try that all on your own.
tl;dr:
That's all bullshit. If you want more realistic reloading you need more realistic games.
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calm down dude, we all know that modern FPS, especially franchises like CoD and Battlefield, are extremely unrealistic. It's okay, the point is to have fun, not complain that it's not realistic enough. There are games that specifically target this flaw and others, such as ARMA and Red Orchestra. Try 'em out, they're not bad.
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If you haven't yet, I suggest checking out the game Receiver. The entire game revolves around the different mechanical aspects of the gun, of which there is only one.
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A certain brand of weapons called Tediore in Borderlands 2 does it. But it isn't justified with being realistic at all.
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That is the easy way out, can't be mistaken with this kind of weapon :p
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I was wondering the same question.....it seems really odd to keep the ammo left in the magazine.But i guess that games are more "casual" these days.
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Anyone knows if Hardcore modes on BF3 and CoD games also have this? guess not...
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thanks, i guess RO2 has 2 modes, more realistic and more casual, only the first one has it... (i love this game)
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Related to reloading: I love active reloading (Gears of War for example)
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alien swarm is actually the only one i've ever experienced that mechanic in. it's hard to remember not to reload at every lull!
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Also has active reloading. A lof of that game tactics is based on when and how you reload.
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Magical box with red cross on it that somehow heals gunshot and stabbing wounds is even less realistic. With autoregen you can at least write off all wounds as flesh wounds.
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Med kits were supposed to represent medical supplies such as morphine or adrenaline, plus bandages and such.
I think it makes sense you would need these items after barely surviving a shotgun blast or whatever.
I like Mass Effect's system - regenerating shields, but need medical supplies for actual flesh wounds.
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I can see how some kindhearted imp places medical supplies all over Martian moons so that poor bleeding marines could cling to their lives a little longer...
Med kits are a convention. Whatever they are supposed to represent won't fix shotgun blast in the face, yet they do. I am pretty sure that the only reason why regenerating health is in today's shooters is because otherwise their pace would be considerably slower and that's not how they were designed.
Besides, I don't think that there are shooters that actually show you where you got hit. You just have very realistic health bar that goes down with every hit.
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Health in games isn't "realistic" anyways, doesn't matter if it's regen or medkits. It's just a game mechanic so that you don't have to reload your save everytime someone unloads a clip into you.
I find medkits keep the game's pace going faster as I don't have to stop and hide after taking 2 hits. Look at games like Duke Nukem 3D, you run into a room mowing everything down; sure you take a bunch of damage, but you can just grab up the health packs once everyone's dead :P
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Alternatively you can just regenerate your lost health on the way to the next room while frantically reloading every gun you shot a single bullet from.
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True enough, but when I think crazy nonstop action shooters I think Duke 3D or Serious Sam or Quake... or even TF2 - all games where medkits are the way to heal.
Regen HP usually means you can't take much damage, so I always find myself moving much slower in those games. Usually hiding behind cover and taking shots from there.
Both are fun in their own ways, but regen health games seem much slower paced to me.
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so I always find myself moving much slower in those games. Usually hiding behind cover and taking shots from there
Just like in real life. huh? :)
Anyway, what makes med kits games slower for me is that you often have to backtrack to restore your health and if you run out of med kits you are screwed. You don't really want to fight Cyberdemon bleeding out of your eyes and ears.
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Haha, I'm not playing a game that has a Cyberdemon to emulate real life :)
But like I said, the 2 different methods of handling health are both valid (since neither are realistic) - all it really does is change the gameplay.
Both are fun, but it be weird to have a Serious Sam game where 3 hits and you would die or have to be diving behind cover waiting to heal. Likewise, you wouldn't want a CoD game where you are mowing down groups of enemies taking tons of bullets to the face and then picking up big floating medkit :P
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I would like it if you could reload and get a fresh magazine, but you still carried the old partially used magazine. So you could fire a bullet and reload a bunch, but soon all your reloaded magazines hold one less round. I know there are a few games that do it that way, but I don't recall the names.
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Although it's a mod The Hidden: Source does this. My constant reloading is the only reason i never use anything other than the shotgun while playing :P
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Of course it doesn't. How fun would be to be able efficiently carry a single firearm with a couple of clips to it? Every action game would be stealth then.
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I recall that the old AvP from a decade ago has the realistic ammo reload for the pulse rifles but I can't remember if the new one does as well.
The biggest problem that I have with weapon reloads in games is a mistake that they almost all make. If you reload a weapon that has a round in the chamber, the reload animation still shows the player swapping the mag and then chambering a fresh round. This is unrealistic. You would not chamber a fresh round unless the weapon was emptied with the last shot, otherwise you would be ejecting a fresh round for no reason. So essentially these games need two separate reload animations, one for an empty weapon and one for at least one round remaining. However no games that I have noticed actually do this correctly, probably because the developers figure that nobody would notice the error or they themselves aren't familiar enough with real-life weapons to understand how a reload actually works. As a sport shooter IRL, this quirk always annoyed me.
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you are absolutely correct, and it's not that hard to implement either.
but yeah, devs don't see it worth doing, as really few players will notice it.
any game that has this correct reloading animations?
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True but it would also be more realistic. Besides it doesn't really unbalance the game if all the players are bound by the same reload rules. You would just need to remember to reload with a round still in the chamber. Personally I would love to see this correct game mechanic adopted by every shooter.
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I'm one of those compulsive reloaders.
You never know when you are going to need that extra 10% loaded ammo.
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If by "realistic ammo reload" you mean, "can't reload at all". Then yeah! =P
The new one reloads like most FPS games.
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All the Rainbow Six games have this kind of reloading. Vegas online was really fun because of the tactical cover and ammo conservation.
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Cry of Fear does that. Yeah, it's a mod but still.
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Never knew how reloading worked until i saw this thread
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my 87 is not spare... it's total...
but yeah, gotta correct that, as it's more used "spare" in games
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ghost recon advanced warfighter..and brothers in arms..
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Hi
In the old days, i remember games like Mafia, Battlefield 1942, Hidden&Dangerous... when you reloaded a weapon, you lost all the ammo left inside that magazine.
that is realistic, as no one on the field of battle will remove the \"leftovers\" rounds from a magazine and insert them in other semi-empty mag... (time consuming, and impossible with shaking hands :))
my question is: are there any modern shooters which still rely on this realistic aspect?
thanks
P.S. : example (AK47 with 3 spare mags after 4 shots fired):
we now have: 27/90 --> Reloading --> 31/86
should be:__ 27/90 --> Reloading --> 31/64
this would play an important strategic role in multiplayer
P.P.S.
ok, even better would be, as mentioned in comments, to use a system as in SWAT 4, that is, save semi-full magazines for later, not just drop them... that would not mean you will lose ammo on reloading, but after X reloads (X=#mags you have initially) you wont have a full mag after reloading.
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