I love the new update and I think the addition that you lose ammunition if you reload unfinished magazines is a step in the right direction, but somewhat unrealistic. As somebody who is in the military, dropping a magazine with ammunition in it is a no no, you'd return it back to your pouch and load a fresh magazine. My suggestion is this:
Quick press R - Quickly reloads a fresh magazine and drops the currently loaded magazine. Useful if **** has hit the fan and you want to quickly reload to a full magazine, but the downside is you lose those rounds.
Long press R - Reloads a full magazine and returns the partial magazine back to it's pouch and you do not lose those unspent rounds. Advantage, you keep your ammunition. Disadvantage, it takes longer to reload which could make all the difference between life and death in a fire fight.
Really enjoying the new update. Thank you.
I was thinking the same thing BUT, instead of using R to do both quick and slow reload, it would be simply better to have 2 different buttons for those actions so people won't confuse.
Also, if you make me wait more time to start the slow reloading, it will be twice worse: longer activation time + longer action.
I like this idea.
I know a lot of folks have asked for mag management which would be ideal as well.
You would have a pool of ammo in the dump pouch, and you would have a number of mags. Say 4 mags and 100 rounds in the dump pouch.
The interface could work as follows:
Tapping reload ejects and drops the mag. You loose the mag as well as any ammo in it. Another mag is slipped into the weapon.
Double tapping reload ejects the current mag, stores it, and slips another mag into the weapon.
Holding reload slips rounds into the mag from the dump pouch. The animation repeats and the mag is filled until either the key/button is released or the mag is full.
When picking up ammo, you will pick up mags if you have spare slots and the remaining ammo goes into the dump pouch.
That's the least fiddly way I can think of for implementing fully detailed reloading and ammo management.
I thought about there being a pop up for mag selection but to be honest in the middle of conflict you're not about to fiddle around and check your mags so it puts the emphasis on ensuring your mags are filled before engagements.
V
Very good ideas in this thread! Several great option they could go with. The animation to check mags is already in game although they look terrible. Magazines floating in the air and audio way off. But they are there. Could assign this animation to a button and have character say how many rounds are left in specific mag. Add this to all the other good ideas in this thread. For those of us who play with no hud we need an audio que to let us know how many rounds are left. Stay safe everyone!
I like these ideas. Vahndaar's idea is very cool.
Does anyone remember the PS3 game, SOCOM Confrontation? That game had a simple, but sensible ammo management/reloading system.
Your character started with 4 or 5 magazines, which you would rotate through each time you reloaded. If you emptied your weapon, you would permanently discard the empty mag. If you reloaded your weapon before the magazine was empty, you stored the magazine along with the remaining rounds and the magazine went back into rotation. The next time you loaded a particular magazine, it only had the number of bullets from the previous reload.
I really liked this system and would welcome it in Breakpoint. And to improve on it, your magazines should only be automatically restocked at bivouacs. In the field, you would have to restock your magazines manually, after collecting ammo from dead enemies.