SFRGaming 718 Posted October 6, 2013 (edited) I was reading that in Standalone you are able to load 1 round at a time into any gun in the event we don't have any mags. This is otherwise known as breach loading. This sparked a question in my mind. Are we able to, for example, pop a mag in, release the bolt (thus loading 1 round into the chamber), drop that mag, put a new mag in, and have a full mag size + 1 round? Battlefield 3 is a VERY good working example of this. Edit:To expand on this, it would make it more realistic and make you feel you have more control over the character. As how ARMA II does it, it's incorrect. IRl if you have an AR15 (civilian m4a1 variant) with a 30 rnd. mag, shoot 5 rounds and then reload (as many people do in the mod ;)), you WILL have 31 rounds UNLESS you pull the bolt back and eject the already chambered round. Just a thought. Edited October 6, 2013 by Shadow134 3 Share this post Link to post Share on other sites
callsignBravo (DayZ) 323 Posted October 6, 2013 sounds good for the realism even the little things count 1 Share this post Link to post Share on other sites
enforcer1975 1111 Posted October 7, 2013 Although it's just minor details i think this would add a lot of data to the game. How many weapons are we talking about? Share this post Link to post Share on other sites
SFRGaming 718 Posted October 7, 2013 Well, you see, Dean has already CONFIRMED we will be able to breach load ALL guns. My question was if we could breach load, then load a mag in and have (in this case you have a M16A2) 31 rounds. Share this post Link to post Share on other sites
AP_Norris 1018 Posted October 7, 2013 I hope we can, breach load, then put full mag in.That's how I'd do it, then I'd try not to fully empty my mags in fire fights so I keep that extra round there.My OCD in bf3 is always reload twice, but bf4 beta has fixed that bcoz we loose the whole mag if we reload with another XD makes supports a lot more useful tho. Share this post Link to post Share on other sites
enforcer1975 1111 Posted October 7, 2013 Well, you see, Dean has already CONFIRMED we will be able to breach load ALL guns. My question was if we could breach load, then load a mag in and have (in this case you have a M16A2) 31 rounds. I don't think so since the mag class only has 30 rounds, ArmA is very static and clunky in every case ( see zombie anomations f.e. even if they wanted to the animations will never be like L4D or Dead Island ). And my post was about them having to add more and more data for minor details and talking about weapons...about 10 times as there are players? Share this post Link to post Share on other sites
SFRGaming 718 Posted October 8, 2013 I don't think so since the mag class only has 30 rounds, ArmA is very static and clunky in every case ( see zombie anomations f.e. even if they wanted to the animations will never be like L4D or Dead Island ). And my post was about them having to add more and more data for minor details and talking about weapons...about 10 times as there are players?Well, now you have a problem. Dean said you could breachload, but if you put a whole mag in after breachloading and you have 30 rounds, that is considered a bug. 1 Share this post Link to post Share on other sites
Sutinen 635 Posted October 10, 2013 I'd be surprised if we don't get this. Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted October 10, 2013 Well, now you have a problem. Dean said you could breachload, but if you put a whole mag in after breachloading and you have 30 rounds, that is considered a bug. We don't know for certain if the breach loading feature will absolutely mean we'll see +1 bullet accounting. It's a good idea, and down the road I can see it being implemented (rocket even mentioned having different types of reload, a longer one which would return mags to your inventory, and a slightly shorter one which would drop the mag on the ground.) So It's easy to imagine that they're going to take this into consideration. Share this post Link to post Share on other sites