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Author Topic: Clip Reload Mechanics  (Read 1655 times)

xenoargh

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Clip Reload Mechanics
« on: February 19, 2015, 12:58:07 AM »

Not sure if this is "bug" or not... but while I was testing things out, I changed this stat line:

Code
Heavy Machine Gun	heavymg	2	1500	650		60		3	40	12	200	10	200	KINETIC	30		0	0.2	4	0.1	0	5	1	15		700			30	PD	3.85

So, the 200, 10, 200 is the ammo situation; 200 rounds available, 10/second reloaded, 200 per clip.

But when it runs out of a clip, the wait before it reloads is maybe 2 seconds, not 20.  I can fix it by pushing the reload/sec down, but is that the intended behavior with clips?
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WKOB

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Re: Clip Reload Mechanics
« Reply #1 on: February 19, 2015, 01:07:47 AM »

Does it perhaps take about 18 seconds to fire off the entire loaded clip? It begins reloading as soon add the first round has been fired.
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xenoargh

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Re: Clip Reload Mechanics
« Reply #2 on: February 19, 2015, 09:32:48 AM »

Ah, so there's no pause at all, when clips are not nil?  That's kind of counter-intuitive :)
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WKOB

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Re: Clip Reload Mechanics
« Reply #3 on: February 19, 2015, 09:33:47 AM »

It's not how I expected it to work but with no way to force a reload, it's necessary. Just means you need to time the reload speed a little differently and it still serves itw purpose, for me anyway.
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xenoargh

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Re: Clip Reload Mechanics
« Reply #4 on: February 19, 2015, 09:42:47 AM »

Yeah, it works, it's just a little awkward, in terms of getting the timing to feel like a clip.

If you fire, say, 50 out of 200 rounds, with a clip-based weapon, you'd expect the reload time to be the same as if you just fired 199 rounds, but that's not how it works; the second one reloads a lot more slowly, with this system.

I get why it was done, from a simplicity standpoint, but it feels weird.  I don't mind the lack of a "reload" button so much as the oddities of the actual timing on how long a clip takes.  I may end up just building some code to run this stuff that way, that's straightforward.
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