Reload Time: Difference between revisions
Gammaton32 (talk | contribs) →Base Reload Time: correction |
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With the exception of Abrams and Fathom, the reload time isn't affected by how much ammo was left in the magazine before reloading. | With the exception of Abrams and Fathom, the reload time isn't affected by how much ammo was left in the magazine before reloading. | ||
Abrams and Fathom have a 0. | Abrams and Fathom have a 0.7s delay to start reloading after firing a shell. Other heroes can reload immediately after firing. | ||
Using a [[Melee Attack]] or [[Mechanics#Movement|Dashing]] will interrupt the reload until the melee or dash animation is finished. | Using a [[Melee Attack]] or [[Mechanics#Movement|Dashing]] will interrupt the reload until the melee or dash animation is finished. | ||
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|{{HeroIcon|Abrams}} | |{{HeroIcon|Abrams}} | ||
|3.50 (0. | |3.50 (0.35s reload start + 0.35s per shell) | ||
|- | |- | ||
|{{HeroIcon|Bebop}} | |{{HeroIcon|Bebop}} | ||
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|- | |- | ||
|{{HeroIcon|Fathom}} | |{{HeroIcon|Fathom}} | ||
|4.30 (0. | |4.30 (0.40s reload start + 0.30s per shell) | ||
|- | |- | ||
|{{HeroIcon|Grey Talon}} | |{{HeroIcon|Grey Talon}} |
Revision as of 12:35, 7 February 2025
Reload Time is the time it takes for a hero to reload their weapon's ammo count.
Overview
Abrams and Fathom are the only heroes who can reload one ammo unit at a time and stop their reload before it's finished. Other heroes need to reload the entire magazine at once.
With the exception of Abrams and Fathom, the reload time isn't affected by how much ammo was left in the magazine before reloading.
Abrams and Fathom have a 0.7s delay to start reloading after firing a shell. Other heroes can reload immediately after firing.
Using a Melee Attack or Dashing will interrupt the reload until the melee or dash animation is finished.
Base Reload Time
Values referenced from Hero Comparison.
Hero | Base Reload Time (s) |
---|---|
![]() |
3.50 (0.35s reload start + 0.35s per shell) |
![]() |
2.35 |
![]() |
2.50 |
![]() |
2.35 |
![]() |
4.30 (0.40s reload start + 0.30s per shell) |
![]() |
2.35 |
![]() |
2.35 |
![]() |
2.75 |
![]() |
2.49 |
![]() |
2.44 |
![]() |
2.59 |
![]() |
2.59 |
![]() |
2.35 |
![]() |
3.29 |
![]() |
2.60 |
![]() |
2.82 |
![]() |
2.59 |
![]() |
2.82 |
![]() |
2.59 |
![]() |
2.35 |
![]() |
2.80 |
![]() |
2.50 |
![]() |
2.82 |
![]() |
2.91 |
![]() |
2.50 |
![]() |
1.60 |
![]() |
2.91 |
![]() |
2.82 |
![]() |
2.75 |
![]() |
2.44 |
Items
Name | ![]() | Category | Stat change |
---|---|---|---|
![]() | 1,250 | Weapon | -20% Reload Time |
![]() | 4,250 | Weapon | -20% 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.
Melee Charge has a chance to either reload the player's weapon instantly or give up to +100% bonus ammo when hitting a Heavy Melee attack against an enemy.
Quicksilver Reload will reload the player's weapon when using the ability imbued by this item.
Ethereal Shift will instantly reload after the active duration ends.
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.
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