One-Bullet Clips: Difference between revisions

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=== [[First-Person Shooter]] ===
* Almost all [[FPS]] games except the ones near the classic end of [[Fackler Scale of FPS Realism|FPS realism scale]] (with no reloading) and a handful near the realistic end of the scale. ''[[Half Life]]'', ''[[Halo]]'', ''[[Doom|Doom 3]]'', ''[[Call of Duty]]'', the ''[[Medal of Honor]]'' series, ''[[First Encounter Assault Recon|FEAR]]'', the list goes on. The classic exception is any game featuring the M1 Garand; this is [[Truth in Television]] to an extent, as the weapon is tricky to unload while under fire and typically US soldiers were instructed to fire off the rest of the en-bloc clip rather than do so.
* Particularly aggravating in ''[[Call of Duty]]'' - the game actively encourages the player to abuse this trope, by increasing the reload time of every weapon in the game when empty (except for some reason ''United Offensive's'{{'}}s Gewehr 43 and ''World at War''{{'}}s M1 Garand and M1919 Browning, which all reload ''faster'' when empty, though the M1 Garand's case makes sense). There is an additional step involved in reloading if the chamber is empty (you have to pull the charging handle/slide back, then release it to chamber a new round), on the other hand, you aren't considered to have an extra bullet to fire since you now have a chambered round and a full magazine... many games ignore this fact and have only one animation for reloading any given weapon, typically showing the player character rack the charging handle after inserting the new magazine (even if there's still a round in the chamber, which would eject a perfectly good bullet from the gun in real life) or, worse, simply replacing the magazine and leaving the 'chamber a new round' step out entirely.
** Also, particularly ridiculous in ''[[Call of Duty: Black Ops|Call of Duty Black Ops]]'', as when reloading the Python (a 6six-chamber revolver) your character is clearly shown taking all six bullets/shells and taking them all out of the chamber at the same time, regardless of how many shots out of six, and then only loading as many bullets as had been fired. Every other revolver in the series partially avoided this by using speed loaders, which the Python can also use in multiplayer with the correct attachment.
** The first two games are actually somewhat schizophrenic about this trope. The bolt-action weapons all follow these rules ''except'' for the Lee-Enfield, which can only be manually reloaded if there are five or less bullets left in it. Additionally, the BAR in ''1'', along with the Bren, Gewehr 43, and SVT-40 in ''2'', do not have alternate reload animations for emptying the magazine.
** ''Call of Duty: World At War'' mostly follows this, with one exception. When using the Double-Barreled Shotgun, you may reload after firing only one shell. If you do, the reloading animation will show you blocking the other shell with your thumb while shaking the spent shell out.
** Shotguns that are loaded one shell at a time in this series go to both extremes - the pump-action ones are always pumped at the end of a reload no matter how many shells are loaded, while the automatic ones (excluding the SPAS-12 in ''Black Ops'') leave the chambering step out entirely.
* In ''[[Half-Life (series)|Half-Life]]'', this is [[Hand Wave|Handwaved]] as a function of the HEV suit. It's also guilty of the "reload more visible rounds than you have" bit with the revolver, but not the shotgun - it actually reloads faster if you have shells already loaded, and its reload cycle can be interrupted between shells (both essential anti-zombie features).
** ''Half-Life'' does accurately handle the chambered round in one case: when reloading a non-empty Glock 17, the chambered round is kept for a total of 18eighteen shots rather than the supposed maximum of 17seventeen. Also, the slide does not retract if the Glock is reloaded in this way, whereas it does if the gun is emptied prior to reloading it. This is not the case for the USP from ''[[Half-Life 2]]'', however - the slide will always magically lock back at the start of a reload.
* Similar to the Call of Duty one above, ''[[Left 4 Dead]]'' applied a similar mechanic to the Auto Shotgun. If you had just one round in the gun before you started to reload, you performed the standard animation. If you reloaded from empty, your character took an extra second to cock the gun. Justified in that you need to chamber a round in the gun before firing and the "auto" part took over. It dips back into [[Fridge Logic]] territory again in [[Left 4 Dead 2|the sequel]], though, where both Tier 2 shotguns will do the cocking animation regardless of how many rounds are left in the gun, but the animation can be interrupted to fire the gun, eliminating the drawback.
** Every other gun however follows this trope, excluding the pump shotgun in the first game and the pistols in the second.
** ''Left 4 Dead'' actually averted this before the first patch, as reloading magazine-loaded weapons early would result in the rest of the magazine being lost. This granted a huge advantage to the shotguns and was quickly patched out.
* InAt one point in ''[[Team Fortress 2]]'', picking up fallen enemy's weapons instantly givesgave you half your max ammo capacity back. This iswas [[Fridge Logic|considerably odd]] since someone cancould pick up a half-broken glass bottle and receive more bullets. in the pastHowever now enemies drop a medium an aomoammo pack .
** Indeed, the original ''Team Fortress'' had several types of dropped ammo, and you could even pick up ammo you could not use. This resulted in an annoying shuffle where teammates had to swap ammo to make the most of it. And if you just killed an enemy that doesn't use the same types of ammo as you do, tough luck.
** Spies can recharge their cloaking devices by picking up the aforementioned baseball bats and bottles. Engineers can also build sentry guns from them.
** The Scout's Force-A-Nature has a 2two-round capacity, and if you reload after only firing one shot, you lose the other one. This is definitely intended by Valve, as an attribute in the game files sets "scattergun no reload single" to 1one.
** It was mentioned in an Ubercharged article that [[It Runs on Nonsensoleum|all the classes have a miniature ammo factory somewhere on them that automatically converts ammo]].
*** And now with the Scout's new weapon, The Holy Mackerel, that factory can now process ''dead fish'' as well.
*** But you can't get ammo or metal from dropped hats, even though they were crafted out of enough metal to build 36+thirty-six or more guns.
* The Firearms mod for Half-Life averts this. Partially empty magazines are still partially empty if the player reloads them. Shotgun reloads can be interrupted after each shell. Most guns retain a round in the chamber if reloaded while there is still one round in the magazine; exceptions are programmed in specifically in the cases where the weapon's real-world counterpart would not behave that way (revolvers; Sterling submachine gun). In the case of the revolvers, there is a distinct reload animation for each of the possible number of shots fired: if reloading only two bullets, the character would place a thumb over the remaining four to keep them in their chambers. The empty chambers were then reloaded one at a time, and the reload could be canceled partway through, similar to the shotgun. The mod's motto, after all, was that ''it's all about the guns''. Its successor, ''Firearms: Source'', has done away with certain features such as magazine merging which was not seen as adding anything to gameplay.
* ''[[Crysis (series)|Crysis]]'' can't make up its mind, magazine-fed weapons realistically have the +1 statistic and faster reloads if they aren't completely empty. At the same time, magazines are filled from the reserve and not individually tracked.
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** This may be a callback to the below mentioned ''[[Marathon Trilogy|Marathon]]'', which required the player to expend their remaining ammo in order to reload to a full magazine.
* The PC game ''[[Combat Arms]]'' allows this trope with reload in that you retain all ammunition, but each weapon's ammunition is tied to the (instance of the) weapon itself; if you drop your weapon in favor of another weapon or another instance of the same weapon, you get as much ammunition as that other instance had. If it's empty...
* The Golden Gun and Rocket Launcher in ''[[GoldenEye 007 (1997 video game)|Goldeneye 64]]'' are the only weapons that ''don't'' do this, both because they only have a single shot per reload. Other guns play it totally straight, especially in multiplayer: if you have an empty gun in multiplayer, and you get killed, the next person to grab that gun will find it with 10ten bullets in it.
* In ''[[Quake]] Live'', picking up weapons gives a set amount. For example, picking up a rocket launcher gives 10ten rockets, and a lightning gun gives 100a hundred. This also applies to weapons dropped by players, no matter how much ammo the player had before he/she dropped the weapon.
* Every gun in ''[[Quantum of Solace]]'' follows this trope except for the Golden Gun, which you don't get reloads for, and any weapon fed with loose ammo, such as the pump-action shotgun, the LTK revolver, and the Revolver Grenade Launcher. Interestingly, the last two examples will have you eject ALL the rounds in the weapon (spent ones get dumped, unfired ones go back to ammo pool) and then reload the chambers individually. Interestingly enough, guns picked up from NPCs will always have a random number of rounds missing from the magazine, completely regardless of whether or not they have actually fired any shots, implying that enemies just walk around with half-loaded guns all the time.
* ''[[Sin]]'' and its sequel, Episodes play this one straight, but even more maddening is the fact that the shotgun in [[Sin]]: Episodes, which uses a magazine, will always be pumped after reloading no matter what (ejecting a shell). Since it also is pumped automatically after firing a shot also, Blade is in essence ejecting an unused cartridge with every reload.
* ''[[Rainbow Six]]: Vegas 2'' is similar to ''Crysis'' in this regard. Reloading an empty weapon requires the protagonist to cock the gun to put the first round into the chamber. In addition, reloading before a gun is empty adds one extra bullet to the next magazine (excluding belt fed LMGs, which are always re-cocked no matter how many bullets you had left). However, despite the HUD only showing how many magazines you could fill with your remaining bullets, magazines are not actually tracked.
** Also averted in previous ''Rainbow Six'' games, where you start each level with X magazines, each holding Y bullets - all tracked individually. You never just drop a mag unless it's empty, instead you put it back in your pocket. Whenever you reload, any non-empty magazine you're holding is kept, and put at the bottom of your loading queue. Meaning that if you're the kind of person who reloads when half of your magazine is gone, then more often than not by the middle of the level you'll be reloading with half-empty mags.
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* Not only is this trope possible in ''[[Parasite Eve]] II'', complete with ejecting spend bullet cartridges etc. But Aya reloads at the end of every encounter automatically. Making it possible, if you time it right, to reload your weapon ejecting all the cartridges, and then before she's even started putting more bullets in the automatic-reload kicks in and she ejects all another full set of bullet cartridges from the weapon.
* ''[[Mass Effect]] 2'' explains the "ammo clips" as actually being [[Overheating|heat sinks]] for the weapons. Somehow, any leftover "coolness" in the discarded heatsink is retained so you don't lose shots for reloading early. Also, the lore states that the heat sinks are standardized, such that all weapons use the same design, thus explaining why you can use your enemy's dropped heat sinks to reload.
** This, however, does not explain why you can have 0no shots remaining for your Sniper Rifle but 60sixty shots remaining for your Assault Rifle. Standardized heat sinks would imply that you can use any of the ones that you have with you for any of your guns at any time.
 
=== [[Stealth Based Game]] ===
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* Averted in the original "Resident Evil" games, where your character will not go through a reload animation without first emptying the magazine. To reload a partially loaded gun, you must access the inventory screen and combine your ammo with the gun.
** Interestingly enough, in the "Outbreak" spinoff of the ''[[Resident Evil]]'' series, characters find both filled magazines and individual shells, and if you reload using the latter, your character has to reload each shell individually. Magazines can be used to reload instantly, but only when the weapon is empty.
** This happens a lot with shotguns in third-person shooters. For example, in ''[[Resident Evil 4]]'' Leon always loads two shells into his shotgun(s), regardless of how many shells you actually load with it ([[Egregious]] in the case of the Striker, which, when fully upgraded, can hold a staggering 100one hundred shells, but still only needs two to fully reload).
*** Speaking of ''RE4'', this is also averted with the [[Hand Cannon]]: Leon is shown loading three shells into the chamber when he reloads, which is the number of bullets the gun actually holds. Upgrading its capacity at all makes him start using speed loaders instead.
*** Furthermore, in [[RE 4]]''RE4'' Leon picks up loose bullets as opposed to actual magazines and clips. Since he carries these in boxes, and doesn't have any magazines in his inventory, it's unknown where he gets the magazines from. Although, having to watch Leon load 15fifteen individual bullets into a magazine would get extremely aggravating.
* ''[[Call of Cthulhu (tabletop game)|Call of Cthulhu]]: [[Dark Corners of the Earth]]'' plays this beyond straight: any weapon can be reloaded at any point by removing its magazine (or clip, or shells, etc.) and putting a new one in, even if the weapon is already full.
 
=== [[Third-Person Shooter]] ===
* Also, many [[Third-Person Shooter|Third Person Shooters]]s, such as ''[[Max Payne (series)|Max Payne]]'' and ''[[Resident Evil]]''.
* ''[[Dirge of Cerberus]]'' had a peculiar case... the Giant Hydra, final form of the [[Sniper Rifle|Hydra]] if you choose to upgrade it thoughthrough the power route, could take down just about any common enemy with a single shot...and then reload, since you cannot load more than a single bullet inside at a time; literal one bullet clip.
* ''[[Gears of War]]'' takes this to baffling levels because of its "Active Reload" mechanic. Reloading a gun starts a slide that takes a few seconds but stopping the slide in a thin bar will reload faster. Missing the bar will cause the gun to jam, making the reload take longer than simply waiting. However, hitting a small area inside the bar will trigger a "Perfect Reload," which will bestow bonuses (typically to some combination of damage, rate of fire, recoil reduction, effective range, or shot prep time on some heavy weapons) -- but only to the bullets it actually replaced. This means that doing a mid-mag perfect reload will show the character ejecting a magazine and replacing it with another, but only bestows a bonus to a number of bullets within the new magazine as were absent in the previous one. The first two games overwrote previous Perfect Reloads whenever a new reload was attempted (i.e., 8eight perfectly reloaded rounds left in a 30thirty-round mag will leave a mag with 22twenty-two perfectly reloaded rounds after a fresh Perfect Reload), while the third allows all Perfectly Reloaded bullets to keep the bonus until they are fired, or it expires. YMMV on which of these models makes more sense.
** That's right, the bonus from loading your gun harder expires. But that's another can of worms entirely.
 
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** ''[[Operation Flashpoint]]'' does this as well, minus the "+1" reloading.
* In ''[[Day Of Defeat]]'', reloading means disposing of the entirety of the current magazine, regardless of its content.
* ''[[Frontlines: Fuel of War]]'' gives you 3three magazines. Reloading will just drop the mag, wasting any bullets still left in it, which makes [[Damn You, Muscle Memory!|it really annoying if you play a lot of games where this trope comes into play.]]
* The PC series ''[[Battlefield (series)|Battlefield]]'' gives you limited ammunition, and you find yourself losing any bullets left in a discarded magazine. The exceptions to this rule are the ''[[Battlefield: Bad Company]]'' spinoffs and ''[[Battlefield 3]]''.
* In ''Chronicles of [[Riddick]]: Escape from Butcher Bay'', any ammo you currently have in your magazine is discarded with it. It has to be noted, however, that you get so darn many magazines in the course of the game that preserving ammo isn't really necessary.
* In ''[[Urban Terror]]'', you toss a magazine - kiss it goodbye. Having only 2two to 4four mags means that even a good player can run out of ammo pretty quickly, sometimes meaning that you have to toss your weapon and pick up another, which may or may not have ammo, often leaving you with just a knife.
* If you toss your magazine in the ''[[Ghost Recon]]'' series, kiss it goodbye. The tutorial at the beginning of the first game actually makes a point of saying that it is better to sacrifice a few bullets and reload than to have a magazine run out in the middle of a fight.
** However, there is no animation for racking the gun on an automatic weapon, regardless of whether or not there were any bullets left in the magazine.
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** Not quite. The game actually keeps track of the unspent ammo in an ejected magazine. If you have three seven-round magazines, fire four rounds from one, eject it and load another and fire three rounds, and eject it, you'll have two magazines left. It doesn't happen very often (most people just empty their magazines entirely, or don't keep track of each individual round), but System Shock actually is one of the most ''realistic'' aversions of this trope.
** Curiously, the sequel, ''[[System Shock]] 2'', followed this trope to the letter.
* Averted in the ''Delta Force'' series of first-person shooters by Novalogic. In these games, if you reload, even if you only used a few bullets, the entire rest of the magazine goes to waste. Needless to say, one should almost never manually reload a [[More Dakka|M249 Squad Automatic Weapon]] in the game, which due to its large magazine, the player usually can only carry 2two spare magazines. The games (or, at least, ''Land Warrior'') do keep track of the extra bullet in the chamber, however, so you ''can'' reload with one bullet left in the magazine and get to keep that bullet anyway.
* The ''[[Quake II]]'' mod "Action Quake" tracked magazines. Players have only 2two or 3three extra magazines unless they choose the bandolier as their optional equipment, so knife fights aren't uncommon.
* Averted in ''[[Condemned]]'', in which you simply can't reload guns. [[Throw-Away Guns|At all]]. Also, guns you scavenge off corpses will only be fully loaded if you managed to take their previous holder down before he could squeeze a shot, otherwise they'll be down by the correct number of bullets, or even empty (in which case you're probably ''dead'').
** ''[[Condemned]] 2'', however, allows the player to scavenge ammo from dropped weapons and find ammo in supply lockers, but not carry reloads. This ultimately meant that the player had one magazine, and that was it.
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*** The ''Darkest Hour'' mod for Red Orchestra naturally also averts this trope; however, if you choose a class equipped with the M1 Garand, you can reload it mid-clip. Doing so does take longer than an empty reload, because the clip has to be ejected manually if it still has bullets.
** The ''Infiltration'' mod did much the same thing.
* Averted in ''[[The Darkness]]'': If you reload a weapon before you empty the entire magazine, the remaining part of that magazine is gone (for pistols this is because [[Throw-Away Guns|Jackie doesn't bother reloading them normally]]). Careless players might take a while to realize where all their ammo went when they had around 100a hundred bullets beforehand.
* ''OPERATION 7'', a tactical MMO FPS, deals with this realistically like the ''[[Rainbow Six]]'' series. Since there's no way to consolidate partial magazines at any time, you could wind up with mags that are a third-full or worse.
* ''Firearms'', a mod of ''Half-Life'' also had this, although it did allow you to consolidate partially loaded magazines at any time during gameplay.
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=== [[Light Gun Game]] ===
* Light-gun game ''Operation Wolf'' would only get you more ammo by the magazine. Reloading is automatic, too, so if you want to avoid it you'll need to waste a few rounds.
* ''[[Virtua Cop]] 3'' provides an example of actually accounting for the chambered round. Practically every gun from the default pistol with unlimited ammo to the ones you collect from pickups will keep the chambered round upon reloading when you haven't spent the full clip. You even get to see a cross-section of the magazine and chamber so you can view the entire process as well as have the ammo counter go up by 1one when a round is kept chambered. Though every other aspect of the ammo system plays this trope straight.
 
=== [[Platform Game]] ===
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=== [[Stealth Based Game]] ===
* Averted in the first ''[[Hitman]]'' game. If you reload, the entire magazine is tossed away.
* In the original 80's1980s version of ''[[Castle Wolfenstein]]'' (the non-3D one), the character only wielded one pistol, and did not store any extra bullet magazines. Thus, if he came across enemy bullets, he only reloaded if they had more bullets then he currently had.
* ''[[Siren (video game)|Siren]]'' avoids this issue by simply not using weapons that have detachable magazines. The guns in the game are either revolvers or hunting rifles; you reload the cylinders or internal magazines with loose bullets. It also deals with the corollary by [[Unusable Enemy Equipment|not letting you take weapons from fallen enemies.]]
** The sequel/remake, ''Siren: Blood Curse'', acts in much the same way, the only differences being that the rifles are now single-shot instead of repeating, double-barrel shotguns (which can be [[Sawed-Off Shotgun|sawed down]]) are thrown into the mix, and you can take weapons from enemies (although you can only carry one weapon at a time, and there's usually only one person with a gun in the level—either you or an enemy).
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=== [[Turn Based Tactics]] ===
* ''[[Jagged Alliance]] 2'' works similarly, except that when the squad isn't in contact with the enemy, reloading a partially full weapon transfers rounds from the new magazine until the weapon is full. This allows partial magazines to be consolidated between battles.
** The characters seem to haul a [[Bag of Holding]] full of empty magazines of every size and description, though; it's possible to load an arbitrary number of, say, 10ten-bullet magazines of 7.62 WP bullets into an AK-47 (three magazines of 10ten at a time, obviously) and have a fully loaded 30thirty-round magazine, or vice versa with the Dragunov sniper rifle (although that leaves you with a loaded 10ten-round magazine and a 30thirty-round magazine with 20twenty rounds remaining). Note that in some fan mods of the game such as some iterations/builds of the famous and continually evolving ''v1.13'', using magazines not suited for a weapon (such as feeding a 7seven-shot pistol a 30thirty-round SMG mag of the same caliber) costs extra action points
*** And both fail to address the fact that the SVD and AK-47/AKM use different kinds of ammunition (7.62x54mmR vs. 7.62x39mm) ... and the game also allows the same generic '7.62' ammunition to be loaded into the PPSh (which actually fires 7.62x25mm rounds). They're all Warsaw Pact rounds and all 7.62mm caliber, but that doesn't make them the same stuff.
**** Averted in 1.13. Not only was the above issue fixed, it also features every kind of production ammo ever made, some of the wildcat cartridges, and a couple of fictional ammo types, just for fun.