Reload Time: Difference between revisionsGive feedback
Gammaton32 (talk | contribs) |
edited for clarification on how exactly reload is interrupted |
||
| (27 intermediate revisions by 4 users not shown) | |||
| Line 2: | Line 2: | ||
== Overview == | == Overview == | ||
[[ | Each weapon has either a '''full''' or '''single''' reload type. Using a [[Melee Attack]] or [[Mechanics#Movement|Dashing]] will interrupt the reload until the melee or dash animation is finished. | ||
A notable exception is {{HeroIcon|Billy}}, whose reload is not interrupted when performing a light melee attack. | |||
=== Full Reload and Single Reload === | |||
Most heroes will reload their weapon's entire magazine at once, with a consistent reload time regardless of ammo left. | |||
{{HeroIcon|Abrams}}' and {{HeroIcon|Silver}}'s weapons are reloaded one shell at a time, and the reload can be interrupted by firing their weapon before it's finished. For these weapons, the time to reload a full magazine depends on how much ammo was left before reloading. These heroes also have a short delay to start reloading after firing their weapon. | |||
{{#invoke:HeroDataArrays|heroReloadDelayTable}} | |||
=== Base Reload Time === | === Base Reload Time === | ||
Values referenced from [[Hero Comparison]]. | Values referenced from [[Hero Comparison Table]]. | ||
Notes: | |||
* {{HeroIcon|Abrams}} and {{HeroIcon|Silver}} take {{#expr:{{#invoke:HeroData|get_hero_var|hero_atlas|ClipSize}}*{{#invoke:HeroData|get_hero_var|hero_atlas|ReloadTime}}round2}}s and {{#expr:{{#invoke:HeroData|get_hero_var|hero_werewolf|ClipSize}}*{{#invoke:HeroData|get_hero_var|hero_werewolf|ReloadTime}}}}s to reload a full starting ammo clip, respectively (not counting reload delay). | |||
* {{HeroIcon|Silver (Transformed)}}'s reload is incorrect, since she has no reload. | |||
{{#invoke:HeroDataArrays|heroReloadTable}} | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
== Items == | == Items == | ||
| Line 113: | Line 26: | ||
* {{ItemIcon|Active Reload}} allows the player to skip 50% of the reload by adding a quick-time event in the reload bar. Active Reload's activation window lasts 0.3s. | * {{ItemIcon|Active Reload}} allows the player to skip 50% of the reload by adding a quick-time event in the reload bar. Active Reload's activation window lasts 0.3s. | ||
* {{ItemIcon|Crushing Fists}} will restore {{#invoke:ItemData|get_prop|Crushing Fists|LightMeleeAmmo}} ammo on a light melee and 30% ammo on a heavy melee. | |||
* {{ItemIcon| | * {{ItemIcon|Quicksilver Reload}} and {{ItemIcon|Mercurial Magnum}} will reload the player's weapon when using the ability imbued by this item. | ||
* {{ItemIcon|Quicksilver Reload}} will reload the player's weapon when using the ability imbued by this item. | * {{ItemIcon|Vampiric Burst}} will cancel reloading and add {{#invoke:ItemData|get_prop|Vampiric Burst|ActiveReloadPercent}} base ammo to the player's clip, adding bonus ammo to any amount over the clip capacity. | ||
* {{ItemIcon| | |||
{{Stat navbox}} | {{Stat navbox}} | ||
[[Category:Stats]] | [[Category:Stats]] | ||
Latest revision as of 20:42, 5 July 2026
Reload Time is the time it takes for a hero to reload their weapon's ammo count.
Overview
[edit | edit source]Each weapon has either a full or single reload type. Using a Melee Attack or Dashing will interrupt the reload until the melee or dash animation is finished.
A notable exception is Billy, whose reload is not interrupted when performing a light melee attack.
Full Reload and Single Reload
[edit | edit source]Most heroes will reload their weapon's entire magazine at once, with a consistent reload time regardless of ammo left.
Abrams' and Silver's weapons are reloaded one shell at a time, and the reload can be interrupted by firing their weapon before it's finished. For these weapons, the time to reload a full magazine depends on how much ammo was left before reloading. These heroes also have a short delay to start reloading after firing their weapon.
| Hero | Reload Delay (s) |
|---|---|
| 0.705 | |
| 0.5 |
Base Reload Time
[edit | edit source]Values referenced from Hero Comparison Table.
Notes:
- Abrams and Silver take 3.17s and 2.1s to reload a full starting ammo clip, respectively (not counting reload delay).
- Silver (Transformed)'s reload is incorrect, since she has no reload.
| Hero | Reload Time (s) |
|---|---|
| 0.353 | |
| 2.5 | |
| 2.35 | |
| 2.9 | |
| 2.6 | |
| 2 | |
| 2.4 | |
| 2.44 | |
| 2.35 | |
| 2.8 | |
| 2.35 | |
| 2.35 | |
| 2.75 | |
| 2.25 | |
| 2.44 | |
| 2.59 | |
| 2.59 | |
| 2.35 | |
| 3.29 | |
| 1.7 | |
| 2.6 | |
| 2.82 | |
| 2.5 | |
| 2.59 | |
| 2.82 | |
| 2 | |
| 2.35 | |
| 2.8 | |
| 0.3 | |
| 1.5 | |
| 2.5 | |
| 2.8 | |
| 2.4 | |
| 2.91 | |
| 2.5 | |
| 1.6 | |
| 2.91 | |
| 2.82 | |
| 2.44 |
Items
[edit | edit source]| Name | Category | Stat change | |
|---|---|---|---|
| Spellslinger | 6,400 | -10% Reload Time |
There are several items that bypass reloading completely, and will instantly reload the player's weapon.
- Active Reload allows the player to skip 50% of the reload by adding a quick-time event in the reload bar. Active Reload's activation window lasts 0.3s.
- Crushing Fists will restore 15% ammo on a light melee and 30% ammo on a heavy melee.
- Quicksilver Reload and Mercurial Magnum will reload the player's weapon when using the ability imbued by this item.
- Vampiric Burst will cancel reloading and add 75% base ammo to the player's clip, adding bonus ammo to any amount over the clip capacity.