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Found 35 results

  1. Revolver Reload Bug

    Starting to reload the revolver, then dropping the revolver, will result in the character unstopably reloading whatever other weapon you pull out. The reload animation is the revolver one, with the thumb. It is only stopable if you pick up the revolver again and reload it. Still very clunky and obscure bug, figured I would share.
  2. Can't stop reloading !!

    if i'm proning and started to reload my gun , i can't stop the reload i can't crouch or stand up until the reload animation is finished which made me die tons of times ,same if i'm crouching or standing up in shorts words the bug is (You can't can't stop the reloading to change your state) , i think changing state should have higher piority just as opening doors
  3. Cant move when prone and reloading

    Bug Description: When prone and reloading (with the pump shotgun in my case) you cannot move at all. No way I can find to cancel the reload action. Date Seen: Sept 6 2017 Server: Normal third person server Troubleshooting Attempted: I didn't try but perhaps switching to another weapon would help or standing up. I didn't have a chance to try anything before I got killed and I had just landed so I didn't have any other weapons. Other Information: None Launch Options: None System Specifications: Operating System: Windows 10 Graphics Card: Nvidia GTX 1070 CPU: FX-9590 Ram: 16GB
  4. To begin with, I'm really happy with the state of the game as it is. The devs found a very good balance between realistic firefights and heart-pounding loot-lure-kill-repeat gameplay. The topic I want to discuss here is about the variety of weapons and tools ingame. Lots and lots of players come here to share their ideas of new weapons to add, without any serious regard to the gameplay balance or the diversity of equipment. They are however right, because the current loadout is (by far not tight, but) a bit repetitive each time. M16 - SCAR - AK and sometimes M416 is all we mostly use during 70% of the game time. Yeah, there are SMGs, shotguns and snipers, but these 3 or 4 guns are THE main guns in the game, which is why I feel them a little repetitive after hours of gameplay. As long as I can see, the following two solutions would work the best to counter the repetitiveness: 1) Add moar gunz! Yeah baby, give it all you got! The main concern regarding this solution is the variety of the new guns. It's really hard to add weapons and expect them to feel different, but useful at the same time. As in an earlier post I already explained, the devs work (or should work) in the opposite way as the fans here on the forum: they do not (or should not) cherry pick their favorite weapons and then mish-mash the properties (sometimes distorting the real life attributes) of the gun to feel unique. They (or they should) chose the real life caliber that they want to use ingame and then create at least 2 to 3 new guns to that caliber, based on real life weapons and hopefully originally quite unique ones. So to say, their work is much harder then to simply pick the desired weapons, they should also think of balance between calibers, their rarity, their unique damage and aerodynamical properties, etc. 2) So why not just implement weapon degradation to increase variety of the already-implemented weapons? That is what I would do. Do you remember STALKER? Where you had to switch weapons time to time, because the worst the condition it had, the more often it jammed? Now, jamming is something that would absolutely make people rage, I understand. But there are far more attributes to a weapon than just simply jamming: accuracy, recoil, fire rate, reload time, attachment slots just to say the most importants. And for the attachments, too. So how would it look like? Let's imagine this through an example: You pick one of the small 2 story buildings in Pochinki as a landing spot. You immediately rush into and find an M16A4 inside with 2 mags of ammo. You pick it up and see the (1+)4 status bars in the inventory, resembling the status bars you get from boosters: the 0th bar is a pristine, like-brand-new gun without any penalties, the 1st one means a very little accuracy penalty (bullets tend to draw to a randomized direction, which direction is permanent for this actual gun, so that you can learn the spoiled spread pattern with time), the 2nd one means more accuracy penalty, a little recoil penalty and a bit longer reload time, the 3rd one means more recoil penalty, longer reload time, a little lower fire rate and a random attachment slot damaged (so that the gun can't have an attachment there) the 4th one means 2 attachments slots damaged, low fire rate and occasional jamming with really low reload speed (to take out the jammed bullet). The (1+)4 phases are distributed like (10%-)30%-20%-20%-10% and each emptied magazine gives an additional e.g. 10% penalty to the RANDOM (BUT WEIGHTED to phase 1) inital value. So you picked up your M16A4 and it shows a damage of around 38%, so your gun has a bit less accuracy than a flawless one. A guy just comes in the house at the ground floor and rushes up to find and kill you. Unfortunately for him, his good old S1897 is in the unlucky 10% of phase 4 (which should be VERY rare) and also he is kinda noob: the first 3 rounds don't hit you somehow and the 4th bullet doesn't ignite. While he presses "R" to re-chamber the next bullet, you overcome your surprise and give him a good 20 bullets to the head to counteract his uninvited visit. Now he's dead with a barely useful shotgun and you have an M16 with a condition of around 45%. At least you learned that the bullets draw very slightly to the lower-left. Now you think you will just keep this M16 for a while and see if any of your enemies have a better gun. Similar could happen to the attachments as well, but with only 2 or 3 phases (or tiers of damage): - scopes can have lenses that are a bit blurred, or shattered - chokes, compensators, flash hiders, grips and stocks would have limited effect - silencers could blow up if multiple magazines are fired in auto mode. But hey, so nearly all the weapons have serious disadvanteges compared to the ones in today version? Well, not exactly. As mentioned above, the randomizes condition would be weighted to phase 1 (which means only a slight accuracy penalty). The weights of this distribution curve could be e.g. (20%-)40%-25%-10%-5%, and the designed degradation of condition / durability means that you should sometimes change your weapon anyways. My additional idea is to include multiple supply drops in the supply planes. The red ones which we all know and love would remain indifferent, but with each run, the plane would also drop 1 to 3 smaller, light blue crates which include some basic equipment (which you could also loot), but all of them in pristine condition. So guys, please tell me your opinions about this idea. Let's discuss which part would work out well, and which part is a total nonsense, or what would you design a bit different? I'm curious of your responses, thanks in advance.
  5. Shotgun reload glitch

    I have been able to consistently get the S1897 shotgun to stop it's reload animation and audio. After the first round is inserted hit the reload button again the round will be chambered and the gun will continue to load the rest of the rounds automatically with no audio or animation. You are able to shoot at any time after the first round is chambered.
  6. R1895 Reload

    I just wanna ask when you gonna fix this silly long reload of this gun. It is there from beginning and dont tell me that noone noticed? In animation and sound a player put 10!!! bullets in the gun to full reload. Fix this FFS
  7. Can't go prone while reloading

    Instead of blocking the player from going prone while reloading, cancel the reloading and go prone. Died several times to this.
  8. Pistol Reload Glitch

    so me and my friend were playing and when i found a pistol a went to reload and sprint and it created this bug that i think is reall cool and would make for a great new pistol although i dont know what you would call it. it looks a bit liek the photos i added thats the bug my friend could see the bug from his point of view aswell so i thought hey why dont we see if we could get them to add this so theres your idea and thank you for reading.
  9. Reload / Gun Swap Animation Loop

    Whilst still in the reloading animation loop for a pump action shotgun, if the user picks up an AR, the new weapon will become stuck in the shotgun reload loop. Fixed by picking up AR ammo and swapping weapons. Haven't tried to see if this is specific to this weapon combination or any time a weapon swap is performed during an active reload.
  10. Auto-Reload

    Hello, Just a quick post that's very simple. Can we get auto-reloading? Other games have the feature where it auto reloads your weapons after emptying a clip, granted you still have ammo. I feel as if having auto reload will maybe make the game a little more faster paced because having less input will increase the rate in which players would have to evade each other people. Having auto reload would be a great quality of life improvement. I know there's times when we have died because we forget that we need to manually reload. If there's a specific reason auto reload won't be introduced, I would love to know why, but if this is in consideration, it would be really great. Even if we were to get an option added for "Toggle" and "Automatic" reloading that would be a big win. Thanks for the read folks.
  11. Unfortunately I didnt have any screenshots because i was spectating my friend. He was reloading on top of a truck at a bridge connecting mainland and the Military Base. He then tried to crouch but was unable to. Is this intentional or a bug?
  12. Invisible gun glitch

    Yesterday, 8-2-17 on the new NA FP test server, the very first gun I picked up was an M4. My hands came up as if holding a gun but there was nothing in them. I saw the gun icon on the bottom of the screen it said 0 because I hadn't reloaded. I tried pressing reload to see if the gun would appear. Nothing happened. I pressed X to put my gun away and my empty hands went down and then presto, I pressed X again and my hands came up with a gun in them. Victory! This could be a very game changing bug early game when everyone's trying to loot fast for kills. Specs: 1060 AMD Ryzen 5 1500x 8gb RAM
  13. Gun not reloading

    i got bullets and micro uzi ,i pressed R to reload frequently but its was reloading.Than i have to restart the game.
  14. Noticed while playing that if you reload your revolver then cancel by, in this case, opening a door, the reload animation will continue on the revolver. The bullet wheel will keep spinning and bullet shells will keep popping out, player models doesnt do anything though. This is also observable from third person. Nothing game breaking but kinda fun to mess around with, hope it gets fixed in the future.
  15. Sniper Realoding Glitch(AWP,M24)

    You can shoot a Sniper Rifle(M24, AWP) without the actual need of reloading it. By pressing RealoadKey(r) after you take a shot the capacity of the magazin will be full. I made a video to exactly show it. Steps: Shoot after shoot spam R No need to reaload what so ever Found that glitch myself and did not tell anybody about it. Should be fixed i think. https://www.youtube.com/watch?v=TXu3uuboxvc
  16. Reload while downed

    If you reload a gun and get downed while reloading without finishing the animation, you will be able to finish reloading while you are downed. It can be really effective if you have guns that take forever to reload like the M249.
  17. Reload bug

    Hello, Since the new update I have problems with reloading weapons. Mostly it works as it should, but sometimes I get the reload animation but the weapon is still empty after it. Europe server. (non test)
  18. Kar reload bug

    Bug Description: Reloading a Kar while not having enough bullets for a full clip will result me being in a reloading animation for ever unless I change weapon but then you see the bullet animation get put in to the chamber every time. Date Seen: 09/07/2017 Server: EU (Not test server) Troubleshooting Attempted: The gun goes back to normal after you shoot a bullet. But keeps the bullet animation putting into chamber. Other Information: N/A Launch Options: N/A System Specifications: Motherboard: Gigabyte Intel Z170X Gaming 7 CPU: Intel Core i7 6700K GPU: Gigabyte GeForce GTX 1080 G1 GAMING RAM: Corsair DDR4 16GB Vengeance OS: Windows Video:
  19. Reload Speeds - Crossbow and Revolver

    I find it that weapons like the Revolver need a Speed Reloader attachment and the Quiver for the crossbow to make Reloading much more faster.
  20. So the pump action shotgun (S1897) when reloading will play the sound of inserting the shell into the gun a total of 6 times when the gun only holds 5. This happens pretty much all the time but can easily be replicated by reloading 1 shell then performing an action to cancel and continuing the reload. Counting the audio cues for the shells there will be 1 more extra shell that is inserted but non existent. If this is a placeholder for "pumping" can it just be removed, it only adds to confusion.
  21. I think it would be great to cancel the reload of the shotgun (S1897) when let's say an enemy is in front of you and you reloaded already 3 shells and could cancel the reload animation. That way you could kill the enemy faster and don't have to wait for the extra 2 shells.
  22. Reloading M249 while prone.

    Hello, I was reloading an m249 while prone: Couldn't stop the reload, couldn't move, frozen in place helpless. I have the bug recorded, here is the link. https://gaming.youtube.com/watch?v=3eg016Ef9cw&feature=share
  23. Reload bug

    had problems whit reload, did a reload whit a new gun and when it was finished it had no bullets in it
  24. Bug Description: When prone, cannot move while reloading a gun. Cannot unprone in order to run. With no way to cancel the reload, reloading a sniper rifle (KAR98, AWM, etc) or the M249 can spell instant death if in a gunfight, as your character is as good as immobile. Date Seen: Today, 03/24/2017. Troubleshooting Attempted: Died after bug appeared. Checked bug in another lobby, issue still occurs. Possibly simply an overlook on the prone mechanics. Other Information: Reloading in general prevents several actions from being performed. There should be a way to cancel the current reload in order to enter doors, or enter/exit a vehicle. Launch Options: Default launch options (none). System Specifications: Operating System: Windows 10 Pro 64-bit (build 14393) Graphics Card: NVIDIA GTX 1080 by EVGA @ 2.0 GHz CPU: Intel i5-6600k @ 4.0 GHz Ram: Corsair Vengeance LPX DDR4 2x8GB @ 2.4 GHz Some notes: While this may not strictly be a bug, this is definitely not user-friendly behavior. Implementing a way to cancel a reload in order to perform other actions, or auto-cancelling a reload when certain actions are performed are much better than simply not being able to perform the action while reloading, especially in the case of weapons with long reload times (AWM, KAR98, M249, S1987, etc). Possible workaround (afterthought): after some experimentation, it seems that switching weapons, including when selecting Fists (X key), the active reload is cancelled. Anyone experiencing this bug should workaround it by using this method until a proper solution is implemented. Thanks for your time. Really enjoying Battlegrounds so far!
  25. So currently, there is a reload bug in PUBG where you reload more bullets than you started reloading with initially when you pick more ammo up in the process of reloading. Since my english isn´t top notch and it might be hard to understand I´m gonna give an example: You have a tommy gun but only 50 .45 ACP ammo in your inventory. You press r to reload now and it starts reloading. If you go ahead now and pick up 50 more .45 ACP ammo you will reload the Tommy Gun with 100 rounds. Video example: https://gfycat.com/DependentIncredibleBlackmamba