Let’s start with what the recharge path has passed in video games. I will not take into account the platformers of the bearded years and the games from the third person. The games in the FIRST PERSON SHOOTER genre will be affected to everyone and then as an example. That is, a certain chip could appear before, but it was either little known, or not so brightly reflected in the game. It is also worth discussing that this topic does not bring calls to weapons/violence and only leads information regarding weapons and its work in games.
Once in the first-person games there was no reloading of firearms, but today each player already knows the difference between complete and tactical reloading.
Initially, there was no reloading in the shooters, just a cartridge counter and a pause with animations between shots. Recall the very first Wolfenstein, Zero Tolerance, and even the “reloading” of the DOOM double -barreled man is technically in the firing animation, and not the reloading, even if graphically shooting sleeves fly out, and the new ones are inserted into the trunks.
However, already three years later in the game Duke Nukem 3D, reloading was introduced. After the pistol of twelve bullets from the pistol, an animation of reloading from the pistol was landed. The shutter of the pistol stood on the shutter delay, which indicates that the store was empty, this very store immediately replaced to full, and the shutter flew forward. Complete reloading. Bliss.
The illusion of three -dimensionality was replaced by a complete 3D, but in most games there was either no recharging, or there was one only for an empty and full store. However, in Call of Duty, (correct, if there was something before) there was a tactical reloading. At an empty store, the shutter remained behind and had to send a cartridge, and if at least one was left, then the store was simply replaced during reloading, but, unlike reality or later games, this did not affect the number of ammunition. That after complete reloading, that after the tactical in the conditional 1911 there were 7 rounds (and not 7+1 in the barrel). And tactical reloading does not work with revolvers for a clear reason.
However, despite this game convention, tactical and complete reloading differed in time. Tactical reloading took less time, which gave realism and gave some tactical scope – to plant a couple more bullets on the enemy, but to take risks to stay with an empty store or still change the store right now. This chip is in most modern games. For example, in the already named series COD, Payday 2, Killing Floor 2, the Far Cry series (about which later), metro and many others
2008 came, was published by Far Cry 2. Despite the fact that the game came out … well … “Analysis of flights” everyone watched, this is Stopgame.
What the game cannot be taken away – attention to weapons and realism. Despite the fact that uniform animations were used for complete and tactical reloading, but it was pleasant (if this did not happen in the middle of a shootout) to watch how the weapon wedges. This is spectacular, but this feature did not receive strong distribution and, in fact, has become a dead end branch of development, despite the fact that sometimes a chip with a wedge jumps into games.
By the way, in 90% of the games, the previously halved store is always automatically filled with cartridges for the eyeballs (for example, 15 rounds in the store and 15 in reserve are left. We change the store and magically have 30 rounds in the store), but in life it doesn’t work like that. Of course, during a respite in a shootout, you can manually recover stores, but in the games this is not observed.
But unfortunately (or fortunately, because it is boring and long management), such a feature is found only in simulators like ARMA, survival of Dayz, Unterned and in fashion for stalker (Shoker Weapon 3, to be specific).
However, there is also a surviving chip. I remember it was greatly promoted in Battlefield 3, but it is extra -otter modern shooters, for example, in the siege (rainbowsix: siege). Since with tactical reloading one cartridge remains in the chamber (well, or in the barrel), when the store is changing, this same cartridge is still ready to shoot. However, this chip in life does not work with all trunks, this is associated with structural features, like revolvers or shooting from an open shutter (that is, when pressing the trigger, the shutter flies forward and sends the cartridge to the barrel).
In the second part, I will analyze conventions associated with reloading and comparing these conventions with life.
P.S.: This is my first blog, there are probably any mistakes here, but I will work on their correction if there is adequate criticism and the desire to write on weekends.
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This is the first time I was https://europa777casino.co.uk/bonus/ faced with the fact that they can punish me for premature reloading in the notorious Mafia: the City of Lost Heaven. A schoolboy, nourished by Doom and educated GTA3, this directly demolished the head with the level of “realism” =)
You missed that in Rainbow Six Vegas and Swat the stores went into unloading and in the future you could reload at a half-empty store or 1-3 rounds. And if my memory does not change me, then in Ghost Recon Advanced Warfighter the pulled store, along with cartridges, was simply dumped to the ground
Mmmm … Half-Life? I don’t really remember how it was with a gun, but the dysfunction of the shotgun and the machine gun, I remember, worked as it should – only the missing cartridges were reconciled in the shotgun, and after replacing the no fulfilling store, the machine had no shift.
UPD looked for flying and life, also at the pistol, too, with a no completely spent store, the shutter did not twist.
It was an accident, either the site was dwelling, or my Internet, or I am crookedly. Most likely 2 and 3.
Yes, and I kind of deleted the second, which I accidentally left.
I recalled Jagged Alliance where there is an inventory management, and an important part of preparation for battle was the sorting of all stores, unit in full, tactical distribution of ammunition by characters, various pockets and guns. Eh, I already wanted to play again (especially in this cool mod, the second frequency, which is directly dramatically expanding the game, leaving Cor).
We change the store and magically have 30 rounds in the store), but in life it doesn’t work like that. Of course, during a respite in a shootout, you can manually recover stores, but in the games this is not observed.
But unfortunately (or fortunately, because it is boring and long management), such a feature is found only in simulators like ARMA, survival of Dayz, Unterned and in fashion for stalker (Shoker Weapon 3, to be specific).
You can also recall Escape from Tarkov, where the cartridges must be pulled out of the box, charge into the store, the store is placed in a body kit (or what is the part of the equipment in which the cartridges are stored), and only after that you can charge the weapon. And so with each store. A number of people, of course, such a micro -study will come in, but usually it is a bunch of things that are significantly distracting from the action, which is absolutely unforgivable in games oriented to the action.
Indeed, I didn’t even remember, although I played))) next time I will prepare better and more thoroughly.
Tarkov generally the topic is quite extensive in terms of tactics and attitude to shooting. However, I mentioned that the recovery of stores is boring management, because there are far from all games. But in some games, the developers compromise, for example, in Unterned stores are filled with a couple of clicks and instantly. With realism, you should not bend the stick simply because the player will become bored.
Indeed, in life, if the store is incorrect, then a lot of time goes to reload. Than not qte?
Thanks to the author for the article. An interesting reload, as for me, was at GEARS of Wars. If during reloading you at a certain moment pressed the reloading key again, then it passed faster. If it was mistaken, then the weapon was closed and it was recharged longer.
The mention of the reciever, because the blog theme would have approached due to gameplay features. And so for the first blog is not bad.
Even for a long time you answer. Apparently, you really have serious problems with the Internet: D
Yes, you deleted the second post, the remark disappears.
And I would still put it on the second – sometimes the site can give out not such surprises when it glitches)
Afraid. You are wrong, in Half Life 2, which lies in Steam at the pistol when reloading the shutter also leaves back, although there are cartridges in the store (the screen has attached). The reverse situation with a machine gun – with an empty store there is no click on the discharge button of bolt delay, nor manual suspension. And in the shotgun a slightly different reloading system. If interested, I can describe how this * approximately * occurs in the game code.
So it was in Rainbow Six 3. In Vegas, cartridges went into a common pool and only the last store could be half empty, he checked. In general, in the series “Tom Clansy’s”, the process and reload animation are almost always well worked out, even in the RPGNY DIVISION.