I've found that every time a gun is reloaded, the gun is re-cocked regardless of whether there is a round in the chamber or not. This is not just a cosmetic mistake but a technical one also.
I'm not sure if I have to explain the issue to a company that have made numerous games with an emphasis of firearms but here we go- if there's still at least one bullet left in the gun, a reload is as simple as changing the magazine. this applies to semi-auto's, auto's and bolt actions. Well anything that is magazine fed. in addition, when a gun is relaoded and there was at least one round left prior the the reload, the gun will now contain a number of cartridges equal to magazine capacity + one (the one that was in the chamber. The gun only needs to be re-cocked if all the cartridges were fired. Either Ubisoft was too lazy to make multiple reload animations, or they lack the understanding of the guns they're trying to replicate.
It actually affects gameplay. For example, if you only fire three bullets from your gun and you reload, it should be quicker than reloading an empty gun.![]()
Agree, or they could at least give us a fast reload skill, like it is in the Fallen Ghost DLCOriginally Posted by El_Phantasmo_4 Go to original post.
I just don't think we will ever get that sort of depth from a current or future Ubisoft title unless of course they change direction in who they cater these games to. .....but do you want to know what's really funny? As much as some folks around here (mostly on the PvP side) talk about not making GRW into a CoD shooter, I find it a little ironic that both CoD and BF have this level detail you speak of in their games.
I wouldn't necessarily say it's "lazy" on Ubi's part but simply a design choice based on time, money, resources, ....whatever. They probably didn't think the extra effort was warranted or perhaps it simply never crossed their minds.
Something else to consider is that (IIRC) even Arma 3 doesn't have this attention to detail. Personally, I don't think there are many games out there that get everything right. There will always be something that isn't quite accurate. Even the game I am personally anticipating called Insurgency:Sandstorm gets some things wrong but to their credit, at least they have "more" attention to detail in their reload animations (and ammo management) than some others.
Here's a video showing what I'm talking about. You can also see in the animation for the 1911 (for example) where the slide locks back after firing one round in the chamber but in this demonstration the magazine had already been dropped (the reload had previously been interrupted). In reality, the weapon would have returned to battery (slide would return forward) once the remaining cartridge was fired. This weapon requires that the empty magazine be in place to automatically lock the slide back after the last round is fired. Whether they will choose to create an additional animation to correct this, I don't know. ....the game is still in alpha. However, I can still appreciate that they have focused more on attention on this aspect of the game than many others as it will certainly have an impact on gameplay and immersion.
I think the reason for this mistake is simple art direction. Most players don't know better and honestly don't care about this, while the recocking movement is making the reload animation look more interesting - just look at what people do in movies with their guns. More action. Bam!... or something like that.
I think that most people would call that Lazy... Mediocre effort at best.Originally Posted by Kean_1 Go to original post
I also happen to agree with you because I personally don't pay much attention to the Reloading Animations but, being said that, it begs the question on where we stand on the whole Authenticity Video. That plus the horrible bullet drop for such a short distances (+ or - 400m) and well, one has to wonder what kind of game were they really making.Originally Posted by biomag83 Go to original post
Well the bulletdrop is definitely compromise based on draw distance to make this graphics perform. The shorten bullet drop is the same as operators that never eat or take a dump - stylization to make the game work&look good. Only thing there that has to be critized is the lack of consistancy - which is simply a bad gamedesign decision.
For the animation keep also in mind that most people not knowing better would asume that reloading needs that recock because that's what the movies teach us thus probably feeling the reload animation would be unfinished without it. Again keep also in mind that animation serve as a communication between player and game mechanics not just entertainment. So they also serve the purpose to tell the player the weapon is ready - which is definitely more obvious after pulling some handle than just sticking a mag on the lower side of the weapon that you barely notice in first-person.
Both examples have realism/authentity vs gameplay/gamemechanics and in most games the second two will always win such an argument because they are games first and not sims.
Just to be clear - I always rather prefer things to be kept to the real thing as close as possible, so I wouldn't mind seeing a correct reload although I never fired a weapon in my life. I am just bring up those points to make it clear that it doesn't have to be laziness or lack of skill for the game being the way it is.
I think you're right, biomag. For every player that understands the technical error there would be 10 that would complain the player reload animation was "wrong" if it was right. Personally I'd like to see full magazine management, mil-sim style.Originally Posted by biomag83 Go to original post
There is a circle that fills up right in the center of the screen which tells when the weapon is finished reloading. Cocking the weapon every time the character reloads is a goof, not a deliberate design choice. It's rather baffling the devs of a game as silly as Far Cry 5 have the presence of mind to handle reloading correctly while this tacticool commando experience just phoned it in.
While I do appreciate some degree of physics being applied to the player's ballistics, the fact that enemy fire has no travel time whatsoever really hurts the feel of combat. It doesn't feel like enemies actually have some sort of organic trajectory to their fire, so much as every bullet they squeeze off has a % chance of hitting you that becomes greater the closer they are and the higher the difficulty is. It's hard to believe I'm fighting supposedly human enemies when they seem to operate on entirely different laws of physics than me. Inconsistency is this game's largest issue on almost all fronts.
....and yet the devs of FC5 can't seem to be bothered to balance the weapons properly (e.g .the stats for the MP5K are actually better than the AR-C). I'll agree though, it is a silly game and has become even more so with this latest release. .....to silly for me.Originally Posted by CALLtheDoctah Go to original post
Even with its flaws, I had a lot more fun with GRW than FC5.