Tactical Reloading

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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Tactical Reloading

Post by GeZe »

Hi,
I had an idea which would increase the realism, tactics and teamwork.

Tactical reloading basically means that instead of throwing your clip on the ground when you reload you slip the clip in your pocket for later use. It takes more time to reload, but you can conserve your amunition.

Implementation Idea:
Keep the current reload as it is, using the "R" key. To make use of the tactical reload you would press "R" and another key, I recommend "Shift" as it is easy yo hit while pressing "R". The tactical reload would take maybe 1.5 or 2 times longer then the normal reload, but instead of disposing of the clip, it would be put back with the ammunition.

Also, with tactical reloading, it would be okay to limit the amount of clips to 2-3. People would have to constantly keep in mind how much amunition they have and would go back and forth between clips, also they would need better teamwork to be able to reload regularly from support players.

Example:
Lt. Johnson just finished off two guys with his AK-101, using 19 of the 30 bullets, so he has 11 left. As he only has one more clip of amunition he wants to preserve his bullets, but he needs to engage a group of hostiles ahead and can't kill them all with only 11 bullets. Thus, he finds cover and presses "Shift" + "R". He takes out the current clip, with 11 bullets, and puts it in his pocket, putting his last full clip in his AK-101. He engages the enemies and kills them, but he used up his whole clip. So he reloads, taking his clip from before, so he now has 11 bullets.
Last edited by GeZe on 2006-02-09 22:49, edited 1 time in total.
Noetheinner
Posts: 370
Joined: 2005-10-30 18:51

Post by Noetheinner »

Ding! Not a bad idea. I've seen it done where you still use the unexpended clip, but not combining them.
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Zepheris Casull
Posts: 497
Joined: 2006-01-21 05:27

Post by Zepheris Casull »

sounds fine with me, uhmm... but u might wanna consider about having a mere 2 mags on a front line soldier, i've never heard of such small ammo count in a modern war time.
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

Ding sounds point less to me my shift key is for jumping.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

cool idea, but probably impossible or very very very hard to implement.
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mav3r1c
Posts: 81
Joined: 2006-02-07 20:24

Post by mav3r1c »

It sounds great to me dude. Thats a good idea. It would be cool if you could like take 10-20 seconds to put new bullets in your mag. I know this probably will never happen though.
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

Heydude235 wrote:Ding sounds point less to me my shift key is for jumping.
Then you can (if this turns out being possible) bind another key to do it. Just because his idea would clash with your set keys doesn't make the whole concept pointless.
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SiN|ScarFace
Posts: 5818
Joined: 2005-09-08 19:59

Post by SiN|ScarFace »

More of an idea when you are out of ideas, which isnt the case at this point. That is if you understand what I just said.
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Rhino
Retired PR Developer
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Post by Rhino »

this topic has come from my aluto reload topic :-P
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DangChang
Posts: 290
Joined: 2005-12-24 16:20

Post by DangChang »

GeZe wrote:Hi,
I had an idea which would increase the realism, tactics and teamwork.

Tactical reloading basically means that instead of throwing your clip on the ground when you reload you slip the clip in your pocket for later use. It takes more time to reload, but you can conserve your amunition.

Implementation Idea:
Keep the current reload as it is, using the "R" key. To make use of the tactical reload you would press "R" and another key, I recommend "Shift" as it is easy yo hit while pressing "R". The tactical reload would take maybe 1.5 or 2 times longer then the normal reload, but instead of disposing of the clip, it would be put back with the ammunition.

Also, with tactical reloading, it would be okay to limit the amount of clips to 2-3. People would have to constantly keep in mind how much amunition they have and would go back and forth between clips, also they would need better teamwork to be able to reload regularly from support players.

Example:
Lt. Johnson just finished off two guys with his AK-101, using 19 of the 30 bullets, so he has 11 left. As he only has one more clip of amunition he wants to preserve his bullets, but he needs to engage a group of hostiles ahead and can't kill them all with only 11 bullets. Thus, he finds cover and presses "Shift" + "R". He takes out the current clip, with 11 bullets, and puts it in his pocket, putting his last full clip in his AK-101. He engages the enemies and kills them, but he used up his whole clip. So he reloads, taking his clip from before, so he now has 11 bullets.
*complaint* Magazine *uncomplaint*

Seriously though, I think this should be kept out of the game to encourage ammo resuuply. Also, when players have to keep thinking about math during a firefight they're bound to lose concentration.
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DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

I always count my rounds and use them intelligently. You will never see me auto reload or run out of ammo in a firefight.

I already use tactical reloading just can't save the ammo.

But once again Heydude stop knocking other peoples ideas because they dont fit your way of life.
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Hitperson
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Post by Hitperson »

Dito I reaload like this as well and i think the key is an ideal usage.
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beta
Posts: 274
Joined: 2005-12-26 05:50

Post by beta »

Yet another idea that needs new key bindings ....

Should get as many people from these forums as possible to post on the EA forums a request to be able to create new key bindings ..... would solve a lot of problems and allow for a lot of new features!
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

For the key binding thing...

http://www.totalbf2.com/forums/showthread.php?t=49078
..change the button assigned to Weapon 9 (=the parachute) to the SAME button that yoou use to jump.

the lines in controls.con look like this for me, using numpad 0 for jump&chute:

Code: Select all

jump: ControlMap.addKeyToTriggerMapping c_PIAction IDFKeyboard IDKey_Numpad0 10000 0 
chute: ControlMap.addKeyToTriggerMapping c_PIWeaponSelect9 IDFKeyboard IDKey_Numpad0 10000 0
Doesn't seem that complicated to change key bindings. Or maybe I'm missing something.
beta
Posts: 274
Joined: 2005-12-26 05:50

Post by beta »

Should have been more clear.

I meant to make NEW bindings, like say "i" is for unjam weapon.
lonelyjew
Posts: 3176
Joined: 2005-12-19 03:39

Post by lonelyjew »

Firearms implemented this and it was great. They took it one step further though and allowed you to merge your magazines which came in very handy.
beta
Posts: 274
Joined: 2005-12-26 05:50

Post by beta »

Yeah, Firearms was a fun mod. Too bad it was in the era of Counter-Strike.

Only other can I can recall that had merging of mags for Jagged Alliance ... not even the same genre :lol:
Noetheinner
Posts: 370
Joined: 2005-10-30 18:51

Post by Noetheinner »

I LOVE JAGGED ALLIANCE 2! Still have it, but can't play it on my OS I think :(

sorry off topic but I just had to say it.
Last edited by Noetheinner on 2006-02-10 20:19, edited 1 time in total.
The Huey guy
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Stu007
Posts: 159
Joined: 2005-10-31 19:58

Post by Stu007 »

tactical reloads has been perfected by Raven Shield

and technically reloads are quicker, as charging / cocking handles do not need to be used, as there is already a bullet in the chamber. This excludes open bolt weapons eg m249, mac10, etc.
--Stu007--
Noetheinner
Posts: 370
Joined: 2005-10-30 18:51

Post by Noetheinner »

Oh yeah! I forgot about that! Stoopid game has only 1 reloading animation per weapon!!! It needs the "only mag change" animation so that it actually pays off to reload before your mag has run out.
Last edited by Noetheinner on 2006-02-10 23:48, edited 1 time in total.
The Huey guy
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