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Found 4 results

  1. *When manually unloading a soldier’s weapon, however much ammo was in that magazine affects the ammo percentage for ALL the same magazines that that soldier is carrying, whether those other magazines had more or less ammo to start with *If a soldier has their weapon empty and the player selected for their soldier to quick reload ALL the soldier's magazines become full again even if there were a number of them partially full only; this could be exploited so that a player can have all their soldiers carry INFINITE ammo as a result; removing the Quick Reload Slot altogether will simplify in resolving this issue (there is no need for this feature anyway, as I explain in my other post: (Thoughts for the game thus-far/ http://www.goldhawkinteractive.com/forums/showthread.php/13556-Thoughts-for-the-game-thus-far))
  2. So I don't understand why it takes so long to reload things. If memory serves, there was a blanket 15 TU cost to reload a thing in X-COM. Now, I think that's probably too short for some of the weapons. A rocket launcher, needing the rocket package replaced from a backpack, I can understand taking 40. Re-stringing the chain on a M60 machine gun, probably 35. Slapping a clip in a scatter laser? Was thinking 15. Thoughts?
  3. Could we add a key command to reload your weapon? I didn't notice one there currently. Do you currently reload by dragging the ammo in the inventory to the weapon? Is reloading a factor in Xenonauts, or is it something that just happens automatically? I know in other turn-based games, you have to be very careful that you don't end up with an empty barrel at while face to face with the enemy. Not sure if Xenonauts works the same way.
  4. Just like how right clicking the grenade slot lets you change grenade types.
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