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Could you more specifiy this: Would that mean Auto-Reload after the Clip is empty or would that mean a 18 Shot Sniper Rifle or a 30 Shot Rocket Launcher oO?
I don t even want to think about ´nade Launchers with no Reload O_O. "No, that yellow Fog is not exactly Distance Fog but you should keep a Distance to it"
Or even something else ?
Personally i would´nt like both Methods and since there s no "Yes, i would miss it" Choice i ll choose the "OMG!..." Thingy .
Reload as in the pause in firing that happens after you fire three shots with the sniper rifle -- in the GL's case just assume it'll remain more or less untouched.
weapon reloading should be a "optional" feature (and on by default on top of it )
edit: i just realized it was a little vague, so i will help fix it... optional feature as in mutator that just swaps the clip based weapons with the non clip based ones... after all, i know that it would not take very much coding
keep it the same
altho for some ****ed reason i get fire delays on alt shotty and nade launcher can ya fix that
fed up of waitin a second to fire alt shotty as the target has moved when i fire
AFFIRMATIVE!!
These are calculated variables when picking a weapon. They were all considered in the original beta U2XMP. Great care was given toward reload speed and weapon selection balance...
Do not change please.
If reloading is a problem take it out. If not leave it like it was. I voted for the first option cause reloading has never been in any "unreal" game, until the mods came along like tac ops and strike force with military style weapons. Then reloading came to play. I could play it either way. Its inconveinient for some to reload in the middle of a fight and for others it would be a spam reducer/escape route or a little time to get that extra shot in. Or all the devs could VOTE on it.
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