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Gammaton32 (talk | contribs) →Overview: added reload delay section |
edited for clarification on how exactly reload is interrupted |
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== 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. | 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. | A notable exception is {{HeroIcon|Billy}}, whose reload is not interrupted when performing a light melee attack. | ||
=== Full Reload === | === Full Reload and Single Reload === | ||
Most heroes will reload their weapon's entire magazine at once. | 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. | |||
{{HeroIcon|Abrams}}' | {{#invoke:HeroDataArrays|heroReloadDelayTable}} | ||
=== Base Reload Time === | === Base Reload Time === | ||
Values referenced from [[Hero | 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}} | {{#invoke:HeroDataArrays|heroReloadTable}} | ||
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* {{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}} | * {{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|Quicksilver Reload}} and {{ItemIcon|Mercurial Magnum}} will reload the player's weapon when using the ability imbued by this item. | * {{ItemIcon|Quicksilver Reload}} and {{ItemIcon|Mercurial Magnum}} 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|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. | ||