History Main / OneBulletClips

19th Jul '17 4:03:02 PM BelziBhaal
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*** Gaige the Mechromancer is well-advised to pretend this trope is not in effect, since accidentally reloading will wipe out all of her stacks if she's been building up Anarchy. It's better to empty a clip into nothing than to reload, since losing a 350% damage bonus at 200 stacks is enough to make you weep.

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*** Gaige the Mechromancer is well-advised to pretend this trope is not in effect, since accidentally reloading will wipe out all of her stacks if she's been building up Anarchy. It's better to empty a clip magazine into nothing than to reload, since losing a 350% damage bonus at 200 stacks is enough to make you weep.



* ''VideoGame/DeadSpace3'' hits a curious middle ground between averting the trope and playing it straight. All guns are fed by the same type of UniversalAmmunition clips that stack to up to 20 units per inventory grid. Any full magazine of any weapon, no matter how many shots its clip holds, equates to four of these units. In other words, reloading a clip that's 51% full costs you two ammo units, one at 25-49% costs three, and so on. However, the important part is that every reload uses up a minimum of one unit. Therefore, reloading partway through the clip can subtract more ammo from your stock than you actually fired. An upgraded chaingun for instance can hold 200+ rounds per clip; shoot one bullet and the following reload will cost you the equivalent of 50+ rounds. This mechanic can get you into serious trouble if you're a compulsive reloader and play on high difficulty settings where ammo is so scarce that every single unit can make the difference between life and a very messy death.

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* ''VideoGame/DeadSpace3'' hits a curious middle ground between averting the trope and playing it straight. All guns are fed by the same type of UniversalAmmunition clips magazines that stack to up to 20 units per inventory grid. Any full magazine of any weapon, no matter how many shots its clip magazine holds, equates to four of these units. In other words, reloading a clip magazine that's 51% full costs you two ammo units, one at 25-49% costs three, and so on. However, the important part is that every reload uses up a minimum of one unit. Therefore, reloading partway through the clip magazine can subtract more ammo from your stock than you actually fired. An upgraded chaingun for instance can hold 200+ rounds per clip; magazine; shoot one bullet and the following reload will cost you the equivalent of 50+ rounds. This mechanic can get you into serious trouble if you're a compulsive reloader and play on high difficulty settings where ammo is so scarce that every single unit can make the difference between life and a very messy death.



** The best example would be the SKS in ''Firearms: Source'' that not only takes longer to reload with rounds left as you eject the remaining rounds from the internal magazine but any rounds in that magazine are completely gone. Using the SKS with a twenty round magazine means you have to load two clips worth of rounds into it and you can only reload after you fire more than ten rounds, and even then, you only get ten rounds rather than a full reload.

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** The best example would be the SKS in ''Firearms: Source'' that not only takes longer to reload with rounds left as you eject the remaining rounds from the internal magazine but any rounds in that magazine are completely gone. Using the SKS with a twenty round magazine means you have to load two stripper clips worth of rounds into it and you can only reload after you fire more than ten rounds, and even then, you only get ten rounds rather than a full reload.
16th Jul '17 11:25:28 AM nombretomado
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** Conversely, you have a limited number of clips/magazines in the WW2 mod ''VideoGame/RedOrchestra'', and you reload by removing the entire thing. If you run out and you're the only one on your team with that kind of weapon, you'll have to dump it for a replacement from dead soldiers.

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** Conversely, you have a limited number of clips/magazines in the WW2 [=WW2=] mod ''VideoGame/RedOrchestra'', and you reload by removing the entire thing. If you run out and you're the only one on your team with that kind of weapon, you'll have to dump it for a replacement from dead soldiers.
23rd Jun '17 11:10:48 PM Sumatris
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* ''VideoGame/DeadSpace3'' hits a curious middle ground between averting the trope and playing it straight. All guns are fed by the same type of UniversalAmmunition clips that stack to up to 20 units per inventory grid. Any full magazine of anyweapon, no matter how many shots its clip holds, equates to four of these units. In other words, reloading a clip that's 51% full costs you two ammo units, one at 25-49% costs three, and so on. However, the important part is that every reload uses up a minimum of one unit. Therefore, reloading partway through the clip can subtract more ammo from your stock than you actually fired. An upgraded chaingun for instance can hold 200+ rounds per clip; shoot one bullet and the following reload will cost you the equivalent of 50+ rounds. This mechanic can get you into serious trouble if you're a compulsive reloader and play on high difficulty settings where ammo is so scarce that every single unit can make the difference between life and a very messy death.

to:

* ''VideoGame/DeadSpace3'' hits a curious middle ground between averting the trope and playing it straight. All guns are fed by the same type of UniversalAmmunition clips that stack to up to 20 units per inventory grid. Any full magazine of anyweapon, any weapon, no matter how many shots its clip holds, equates to four of these units. In other words, reloading a clip that's 51% full costs you two ammo units, one at 25-49% costs three, and so on. However, the important part is that every reload uses up a minimum of one unit. Therefore, reloading partway through the clip can subtract more ammo from your stock than you actually fired. An upgraded chaingun for instance can hold 200+ rounds per clip; shoot one bullet and the following reload will cost you the equivalent of 50+ rounds. This mechanic can get you into serious trouble if you're a compulsive reloader and play on high difficulty settings where ammo is so scarce that every single unit can make the difference between life and a very messy death.
23rd Jun '17 11:09:44 PM Sumatris
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* ''VideoGame/DeadSpace3'' hits a curious middle ground between averting the trope and playing it straight. All guns are fed by the same type of UniversalAmmunition clips that stack to up to 20 units per inventory grid. Any full magazine of anyweapon, no matter how many shots its clip holds, equates to four of these units. In other words, reloading a clip that's 51% full costs you two ammo units, one at 25-49% costs three, and so on. However, the important part is that every reload uses up a minimum of one unit. Therefore, reloading partway through the clip can subtract more ammo from your stock than you actually fired. An upgraded chaingun for instance can hold 200+ rounds per clip; shoot one bullet and the following reload will cost you the equivalent of 50+ rounds. This mechanic can get you into serious trouble if you're a compulsive reloader and play on high difficulty settings where ammo is so scarce that every single unit can make the difference between life and a very messy death.
11th Jun '17 1:22:39 PM ADH34
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** However, the game averts it as later missions of the game have you and your SWAT team of five (including you) raiding dangerous cults, going toe-to-toe with domestic terrorist organization with only about four magazines. The worst offender seems to be when you're expected to secure an entire hospital AND prevent the assassination of a foreign diplomat being treated there for wounds taken in a previous failed assassination attempt. And no, there's not a single security guard to be found. The only law enforcement in the nation seems to be you five, your sniper backup, and the guy who drives the van.

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** However, the game averts it as later missions of the game have you and your SWAT team of five (including you) raiding dangerous cults, going toe-to-toe with domestic terrorist organization with only about four magazines. The worst offender seems to be when you're expected to secure an entire hospital AND prevent the assassination of a foreign diplomat being treated there for wounds taken in a previous failed assassination attempt. And no, there's not a single Besides two security guard to be found. The guards in this one mission, the only law enforcement in the nation seems to be you five, your sniper backup, and the guy who drives the van.
11th Jun '17 1:17:13 PM ADH34
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** However, the game averts it as later missions of the game have you and your SWAT team of five (including you) raiding dangerous cults, going toe-to-toe with domestic terrorist organization with only about four magazines. The worst offender seems to be when you're expected to secure an entire hospital AND prevent the assassination of a foreign diplomat being treated there for wounds taken in a failed suicide attempt. And no, there's not a single security guard to be found. The only law enforcement in the nation seems to be you five, your sniper backup, and the guy who drives the van.

to:

** However, the game averts it as later missions of the game have you and your SWAT team of five (including you) raiding dangerous cults, going toe-to-toe with domestic terrorist organization with only about four magazines. The worst offender seems to be when you're expected to secure an entire hospital AND prevent the assassination of a foreign diplomat being treated there for wounds taken in a previous failed suicide assassination attempt. And no, there's not a single security guard to be found. The only law enforcement in the nation seems to be you five, your sniper backup, and the guy who drives the van.
10th May '17 12:38:12 PM Kadorhal
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* 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 rounds, the entire rest of the magazine goes to waste. Needless to say, one should almost never manually reload an [[MoreDakka M249 Squad Automatic Weapon]] in the game, which the player usually can only carry 2 spare belts for because of their size. In return for this, you can keep a round in the chamber from the previous magazine when reloading before emptying it. However, the early games get a little overzealous about this and apply both rules to ''every'' weapon - open-bolt, belt-fed weapons which never have a round in the chamber before firing keep a round from the previous mag, as do the Jackhammer (fed via drum mags similar to a revolver cylinder) and the P11 (pepperbox-style weapon with multiple barrels instead of a magazine), and weapons with internal magazines like the M40 and Masterkey dump every round to replace them with fresh ones, instead of topping up with loose rounds.

to:

* 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 rounds, the entire rest of the magazine goes to waste. Needless to say, one should almost never manually reload an [[MoreDakka M249 Squad Automatic Weapon]] or M240]] in the game, which the player usually can only carry 2 spare belts for because of their size. In return for this, you can keep a round in the chamber from the previous magazine when reloading before emptying it. However, the early games get a little overzealous about this and apply both rules to almost ''every'' weapon - weapon: open-bolt, belt-fed weapons which never have a round in the chamber before firing keep a round from the previous mag, as do the Jackhammer (fed via drum mags similar to a revolver cylinder) and the P11 (pepperbox-style weapon with multiple barrels instead of a magazine), magazine) - only the MM-1 revolver-grenade launcher in ''Land Warrior'' is specifically programmed to not do this - and weapons with internal magazines like the M40 and Masterkey dump every round to replace them with fresh ones, instead of topping up with loose rounds.
9th May '17 3:09:56 PM Kadorhal
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** The sequels ''ARMA 2'' and ''III'' continue this behavior, militantly so. However, it should be noted that the U.S. M1014 shotgun and clip-fed weapons in ''2'' are some of the few that do '''not''' work "properly" as identified in the trope definition. In the real world these weapons use integral magazines, loaded one round at a time or with stripper clips. Tactical doctrine for the M1014 calls for the soldier to load additional shells at any opportunity. ''ARMA 2'' breaks this, where you are never able to load single rounds, and instead mime reloading with an invisible magazine, which somehow replaces every round currently in the weapon with a fresh one. The game's other shotguns are more correct in this regard, since they actually do use magazines.
** Additionally, one thing the series has never tracked is chambered rounds - reloading a weapon always performs the same animation regardless of whether the previous magazine still had rounds in it or not. Until the third game, this didn't even involve pulling the charging handle or anything to chamber a new round after emptying a magazine, except for pistols which were animated to have their slides lock back at the end of a magazine. Some mods like ACE also add the ability to transfer bullets between half-empty mags and refill them.

to:

** The sequels ''ARMA 2'' and ''III'' continue this behavior, militantly so. However, it should be noted that the U.S. M1014 shotgun and clip-fed bolt-action weapons in ''2'' are some of the few that do '''not''' work "properly" as identified in the trope definition. In the real world these weapons use integral magazines, loaded one round at a time or with stripper clips. Tactical doctrine for the M1014 calls for the soldier to load additional shells at any opportunity. ''ARMA 2'' breaks this, where you are never able to load single rounds, and instead mime reloading with an invisible magazine, which somehow replaces every round currently in the weapon with a fresh one. The game's other shotguns (the Russian Saiga-12 and PMC's AA-12) are more correct in this regard, since they actually do use detachable magazines.
** Additionally, one thing the series has never tracked is chambered rounds - reloading a weapon always performs the same animation regardless of whether the previous magazine still had rounds in it or not. Until the third game, this didn't even involve pulling the charging handle or anything to chamber a new round after emptying a magazine, except for pistols which were animated to have their slides lock back at the end of a magazine.magazine and then slide back into battery after replacing it. Some mods like ACE also add the ability to transfer bullets between half-empty mags and refill them.
9th May '17 3:03:26 PM Kadorhal
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* 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 rounds, the entire rest of the magazine goes to waste. Needless to say, one should almost never manually reload an [[MoreDakka M249 Squad Automatic Weapon]] in the game, which the player usually can only carry 2 spare belts for because of their size. At least starting from ''Land Warrior'', the games do keep track of the extra round in the chamber, however, so you ''can'' reload with 1 round left in the counter and get to keep that last round anyway.

to:

* 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 rounds, the entire rest of the magazine goes to waste. Needless to say, one should almost never manually reload an [[MoreDakka M249 Squad Automatic Weapon]] in the game, which the player usually can only carry 2 spare belts for because of their size. At least starting from ''Land Warrior'', the games do In return for this, you can keep track of the extra a round in the chamber, however, so you ''can'' reload with 1 chamber from the previous magazine when reloading before emptying it. However, the early games get a little overzealous about this and apply both rules to ''every'' weapon - open-bolt, belt-fed weapons which never have a round left in the counter and get to chamber before firing keep that last a round anyway.from the previous mag, as do the Jackhammer (fed via drum mags similar to a revolver cylinder) and the P11 (pepperbox-style weapon with multiple barrels instead of a magazine), and weapons with internal magazines like the M40 and Masterkey dump every round to replace them with fresh ones, instead of topping up with loose rounds.
4th May '17 11:07:38 PM Kadorhal
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** The sequel ''ARMA 2'' and its expansion ''Operation Arrowhead'' continue this behavior, militantly so. However, it should be noted that the U.S. M1014 shotgun and clip-fed weapons are some of the few that do NOT work "properly" as identified in the trope definition. In the real world these weapons use integral magazines, loaded one round at a time or with stripper clips. Tactical doctrine for the M1014 calls for the soldier to load additional shells at any opportunity. ''ARMA 2'' breaks this, where you are never able to load single rounds, and instead mime reloading with an invisible magazine, which somehow replaces every round currently in the weapon with a fresh one. The game's other shotguns are more correct in this regard, since they actually do use magazines. In addition, chambered rounds were not tracked - an issue continued with ''ARMA III'', which at least tries to explain it by [[DramaticGunCock always having the player character rechamber the weapon after a reload]].

to:

** The sequel sequels ''ARMA 2'' and its expansion ''Operation Arrowhead'' ''III'' continue this behavior, militantly so. However, it should be noted that the U.S. M1014 shotgun and clip-fed weapons in ''2'' are some of the few that do NOT '''not''' work "properly" as identified in the trope definition. In the real world these weapons use integral magazines, loaded one round at a time or with stripper clips. Tactical doctrine for the M1014 calls for the soldier to load additional shells at any opportunity. ''ARMA 2'' breaks this, where you are never able to load single rounds, and instead mime reloading with an invisible magazine, which somehow replaces every round currently in the weapon with a fresh one. The game's other shotguns are more correct in this regard, since they actually do use magazines. In addition, magazines.
** Additionally, one thing the series has never tracked is
chambered rounds were not tracked - an issue continued with ''ARMA III'', which at least tries to explain it by [[DramaticGunCock reloading a weapon always having performs the player character rechamber same animation regardless of whether the weapon previous magazine still had rounds in it or not. Until the third game, this didn't even involve pulling the charging handle or anything to chamber a new round after emptying a reload]].magazine, except for pistols which were animated to have their slides lock back at the end of a magazine. Some mods like ACE also add the ability to transfer bullets between half-empty mags and refill them.
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