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Mercenary kings reloaded weapons melee
Mercenary kings reloaded weapons melee










mercenary kings reloaded weapons melee

It's apparently a trade-off for the hard-coding involved in an attempt at averting One Bullet Clips (moreso than usual for a Call of Duty shotgun, at least), since the animation shows your character grabbing exactly as many shells as are needed to top it off in one hand. Call of Duty: Ghosts applies this to its FP6 shotgun, being the only one in the game whose reloading animations can't be skipped.

#Mercenary kings reloaded weapons melee manual#

Unlike most games, you won't have to start the reload over from the beginning, but it strangely only applies to the manual bolt action weapons and not to other weapons that require bolt cycling after reloading - shotguns, for instance, could skip pumping between shells in this manner for several games. If you fire a shot or insert a clip and then melee attack or switch weapons before cycling the bolt, you'll have to cycle it the next time you ready that weapon again before you can actually fire.

  • It was done more realistically in Call of Duty 2 and World at War, at least with bolt action rifles.
  • spinning the cylinder and very slowly flicking it back into place instead of just quickly pushing it in). Later games make the actual reload and the animation finish closer to each other, though it's still possible to shave noticeable amounts of time off of from-empty reloads, particularly ones for higher-powered weapons like revolvers that are artificially lengthened for game balance (e.g.

    mercenary kings reloaded weapons melee

    It's still subject to other issues regarding this trope, though. Most guns actually finish reloading a bit before the animation ends, meaning it's possible to interrupt the animation early to reload slightly faster - some guns in particular are considered reloaded before the animation even actually puts in a new magazine, like Modern Warfare's G3 and M14, or Black Ops II's SCAR-H. Handled interestingly in the more recent Call of Duty games.As above, there are exceptions in cases where the gun is loaded one round at a time. Almost every FPS that features reloading features this trope.This is particularly egregious when reloading also makes you move more slowly or imparts some other penalty apparently, the act is so sacred that it's impossible to run lest it be interrupted! Also note that this doesn't even avert some of the above inconsistencies if enemies can prevent you from reloading (by knocking you down, for example). Get caught reloading while an alien-Nazi-zombie-terrorist is eating your face? Your character will refuse to stop and switch to his sidearm no matter what.

    mercenary kings reloaded weapons melee

    Some games will take this a step further, and make it so you can't stop reloading no matter how inconvenient it is. It's almost like the physical act of reloading is merely a formality that's completely divorced from actually being able to shoot more. Get knocked down by an explosion after inserting a new mag, but before the Dramatic Gun Cock? Too bad for you, the old mag has mysteriously teleported into your gun and you'll have to restart the entire process. Stop reloading after throwing away your old magazine? Doesn't matter, you'll still have those discarded bullets ready to fire.












    Mercenary kings reloaded weapons melee