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Gun Reload & Cycling Rework

Currently there’s a fight on the ADAD culture that’s going on during shootouts. I think there’s a simple solution that could work, and make it mechanically impractical to continue ADAD strafing and fanning during shootouts, also it would destroy the gun meta in regards to ammo capacity and the afromentioned fanning.

This suggestion is to implement a realistic reload time for every weapon on the server, instead of keeping the standard RDR2/RDO reloads; which are sped up to facilitate the sort of gameplay we’re trying to avoid (fast-paced shooting, strafing, fanning etc.)

a) Realistic reloads would entail that weapons with large capacities would take a long amount of time to load fully; sacrificing the ability to rapidly load during gunfights in exchange for initial volume of fire. For example the repeaters would take very long to load the whole magazine, but once loaded would provide a lenghty capacity to fire.

b) Realistic reloads would entail that old and outdated weapons would have to endure very long reloads in exchange for their large damage output and stopping power. For example the Navy and Lefaucheux would have very long reloads, because they’re cap and ball, but they’d make up for it with damage.

c) Realistic reloads would entail that weapons using new technology would be viable for faster reloads, but would suffer in damage output and stopping power. For example the pistols would have the fastest reloads, but would not have much of a damage output.

Besides reloading there’s also the cycling of weapons, which is also very fast and contributes to fanning and spamming rounds down-range. Whilst shooting fast is not unrealistic in itself, it should be somewhat slowed down.

d) Realistic cycling would entail that weapons that use cycling as their primary function to load new rounds, (such as the single-action revolvers or repeaters) would have their actions slowed down. They could not snap their hammers or levers back and forth within miliseconds anymore, having to take abit more time to do so. This would encourage aimed shots instead of raining bullets towards the general direction of your target, as you could not just be ready to fire again within the blink of an eye.

e) Whilst fanning would not be much affected by realistic cycling, the realistic reload aspect would still prevail. You would be able to throw down all 6 shots of your revolver down at the opponent, but once emptied you’re out of luck and have to take the time to reload in cover.

TLDR; Introducing realistically long cycling and reloads for weapons would force people to take cover more often to reload and would discourage running around dumping ammunition at the target because of the risk of running out of rounds outside of cover. Shots would have to be aimed well in order to count or be wasted at the expense of precious time spent reloading the gun. Weapons would have their distinct advantages and disatvantages, reload over damage etc.

Fiddling around with the precise timings for each weapon, or all of them depending on how the scripting would have to work, should be done in order to find the best balance.

Some video examples to provide an insight:
Comparing slow reload -


To the normal game reload -

I think you can see the problem, especially when talking about the cap and ball revolvers (Navy and Lefaucheux), which irl could take up to a minute to load fully; but are some of the fastest loading guns in-game.

2 years ago

Forgot to add a few things:

1) That the mini-game for reloading could stay or be removed with this addition. I don’t think it changes that much to the gameplay to begin with anyways.

2) That it would be even more beneficial if reload and cycling times could be affected by things like gun degradation, stamina or health. This would also help combatting the fast-paced gunfights.

2 years ago