clr100 Posted January 31 Posted January 31 During this one mission one of my two snipers would not reload using "R". I could reload manually by moving the mag in the backpack to the rifle, but it would only reload up to 2/3 instead of 3/3. This continued through end of mission. Zip file attached. bug_report_2026-01-31-17h24_gc_6.30.1_user_f11_0.zip Quote
Kouki Posted February 2 Posted February 2 On 2/1/2026 at 6:37 AM, clr100 said: During this one mission one of my two snipers would not reload using "R". I could reload manually by moving the mag in the backpack to the rifle, but it would only reload up to 2/3 instead of 3/3. This continued through end of mission. Zip file attached. bug_report_2026-01-31-17h24_gc_6.30.1_user_f11_0.zip 12.31 MB · 0 downloads Thanks, will bring this up with the rest of the team. Quote
Chris Posted February 2 Posted February 2 On 1/31/2026 at 10:37 PM, clr100 said: During this one mission one of my two snipers would not reload using "R". I could reload manually by moving the mag in the backpack to the rifle, but it would only reload up to 2/3 instead of 3/3. This continued through end of mission. Zip file attached. bug_report_2026-01-31-17h24_gc_6.30.1_user_f11_0.zip 12.31 MB · 1 download Yeah, this is because you don't have a full clip in your inventory for the weapon - you must have previously unloaded that clip or something. At present the game only supports quick reloading if you have a full clip in your inventory. We'll update the logic so it will show the reload function as long as you're carrying a clip containing more shots than your weapon currently has. Quote
gG-Unknown Posted February 2 Posted February 2 (edited) 3 hours ago, Chris said: Yeah, this is because you don't have a full clip in your inventory for the weapon - you must have previously unloaded that clip or something. At present the game only supports quick reloading if you have a full clip in your inventory. // I am not sure if it is true. We'll update the logic so it will show the reload function as long as you're carrying a clip containing more shots than your weapon currently has. That idea will certainly add confusion. Example MG has clip for 30. I have one spare full clip. after one long burst I reload ( there is a UFO breach so I want to be ready, ) next round I will see that reload is not available, (30 in weapon, spare clip in backpack has 20) next round I will shoot a normal burst and see that reload is not available, next round I will shoot a normal burst and see that reload is not available, next round I will shoot a normal burst and see that reload is available (15 in weapon, spare clip in backpack has 20) Confusion granted. ------------------------------------ Better logic : For reload always use the most full clip available. Modify reload button so it shows number of shells in upcoming reload. : 32 [25] Green colour use TU, Blue colour use shells. ---------------------------------------------- This reload button modification would help add proper shotgun/gr.louncher reload. As you may know, these two weapon has no clip, but independent shells which are manually loaded one by one into the buffer inside the weapon. To simulate this, we need two reload buttons: Shotgun example ( at this moment I would I pretend that shotgun reload costs is 32) 1. Reload weapon to the full button, it counts the missing shells in the weapon, and re-count TU accordingly so it dynamically changes cost of reload based on missing shells. Then for full reload of shotgun we get several options : 32[8] l 28[7] | 22[6] | and so on. 2. Dedicated button to add one shell : 4[1] it is always the same. No variants here. Result of this feature is impresive, weapons start to behave like expected. The cost per shell could be cranked up a bit, so price per shell rises. But soldier could better use his TU and is not removed from ffiredight when he (Partially) reload. So reloading style, add another flavour to weapon usage. It creates different handling weapon with clips VS weapon with buffer. Edited February 2 by gG-Unknown Quote
Chris Posted February 2 Posted February 2 1 hour ago, gG-Unknown said: That idea will certainly add confusion. Example MG has clip for 30. I have one spare full clip. after one long burst I reload ( there is a UFO breach so I want to be ready, ) next round I will see that reload is not available, (30 in weapon, spare clip in backpack has 20) next round I will shoot a normal burst and see that reload is not available, next round I will shoot a normal burst and see that reload is not available, next round I will shoot a normal burst and see that reload is available (15 in weapon, spare clip in backpack has 20) Confusion granted. ------------------------------------ Better logic : For reload always use the most full clip available. Modify reload button so it shows number of shells in upcoming reload. : 32 [25] Green colour use TU, Blue colour use shells. ---------------------------------------------- This reload button modification would help add proper shotgun/gr.louncher reload. As you may know, these two weapon has no clip, but independent shells which are manually loaded one by one into the buffer inside the weapon. To simulate this, we need two reload buttons: Shotgun example ( at this moment I would I pretend that shotgun reload costs is 32) 1. Reload weapon to the full button, it counts the missing shells in the weapon, and re-count TU accordingly so it dynamically changes cost of reload based on missing shells. Then for full reload of shotgun we get several options : 32[8] l 28[7] | 22[6] | and so on. 2. Dedicated button to add one shell : 4[1] it is always the same. No variants here. Result of this feature is impresive, weapons start to behave like expected. The cost per shell could be cranked up a bit, so price per shell rises. But soldier could better use his TU and is not removed from ffiredight when he (Partially) reload. So reloading style, add another flavour to weapon usage. It creates different handling weapon with clips VS weapon with buffer. Yes, but what you're asking for there is quite a significant feature that requires changes to the game logic, UI, UX and potentially weapon design. It's an interesting idea, but it's multiple days of work to implement and test, and probably more given it'll probably interact with existing systems and cause bugs that need additional time to fix. My solution is a 30-minute contained fix that improves the current situation with no real disadvantages. I don't personally see people getting confused if the reload icon disappears when the reload action wouldn't cause them to end up with more bullets in their gun. 1 Quote
gG-Unknown Posted February 2 Posted February 2 (edited) Your vision is different from a player vision. Your easy 30 minute fix creates a list of issues for player. Sometimes your ideas are great, the last balance fix for sniper x regular_rifle was awesome, but quite often is not even average. Edited February 2 by gG-Unknown 1 Quote
clr100 Posted February 4 Author Posted February 4 Ok, I think I understand now. I had always assumed that as long as you had enough "bullets" in inventory that reload would essentially reload bullets into the current mag. But if I understand correctly, you have implemented reloading more realistically with each mag of three bullets (laser sniper rifle) operating independently of one another. i.e. you can't take bullet from one mag and move them to the current loaded mag as I had assumed. So if I have three spare mags and keep reloading after a single shot I will end up with four mags (loaded plus three spare) with two bullets each after having fired only four shots. At that point the reload button will not work. If I manually move a mag from inventory into the weapon it still will only have two shots. In other words the logic keeps track of the bullets in each individual mag. Am I understanding this correctly? If so, it's more complex for the user, but I like the realism. As long as I understand how it works I can deal with it. Thanks for all you work on this and your quick responses. Great game! Quote
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