Quickly swapping weapons when out of ammo

Discussion in 'General Discussion' started by Scoob, Nov 22, 2025.

  1. Scoob

    Scoob Rear Admiral

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    Hey all,

    Like many I suspect, when my main weapon - usually an AR - runs out of ammo, I'll want to switch to a side-arm to finish off an attacker. Now, while this usually is faster than reloading the main weapon, I do find the switch over often getting stuck.

    Basically, the current clip runs out on the AR, before the automatic reload triggers, I tap the key / scroll the mouse wheel to select my secondary weapon - usually the pistol. However, despite switching before the reload animation triggers, I often find that my actual switch over - the point at which I can fire my secondary weapon - is delayed as the reload animation starts to play anyway. A few seconds often makes all the difference.

    Basically, rather that switching weapons quickly - as you can if both have a full clip - it's compromised heavily by the forced reload animation. Years ago now, the forced reload was not a thing, and switching weapons was better for it.

    Is it at all possible to either i) DISABLE the forced reload of weapons, or ii) make it so the reload animation is aborted instantly if the weapon is switched out?

    It's rather frustrating when a hoard of critters are approaching and the game has you stuck waving your main gun around, when you've in fact already switched to your secondary. Most of the reload animation of the Primary weapon still plays, delaying using the Secondary. However, switching back to the Primary afterward see that it's NOT been reloaded.

    Personally, some sort of Auto-reload: Enabled/Disabled option would work perfectly for me, if fixing the forced reload after the weapon has been switched out doesn't work.

    What do people think? I've had numerous issues this evening where I've basically been stuck without any viable weapon for a few seconds when trying to switch. Sorting this would greatly enhance gunplay. I mean, of course I'm NOT going to try and reload the weapon I'm switching away from in an emergency, stop forcing the animation!
     
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  2. Peter Conway

    Peter Conway Commander

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    I've often been dismantaling something and got attacked by a drone, swapped to my sniper rifle and aimed and been given an option from the multitool menu! "No" I cry "it's changed, it's gun, please try to keep up"

    And yes, when I feel that it's quicker to swap guns than to reload... ahhh, but is it? likely better to just run away while reloading and take the damage, (unlike Jayne in Firefly) I so often get caught with an empty swapped gun anyway, (of all of the dumb things he says and does... he always remembers to reload)
     
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  3. Scoob

    Scoob Rear Admiral

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    I've been playing around with this and it's often just so messy. It's like we have a 0.1 second window to swap out the weapon after the last round is fired and it might swap relatively cleanly. However, even if I can shoot the fresh weapon right away, it will usually still play the now irrelevant reloading animation. Thankfully, that doesn't affect accuracy at all - the projectiles are NOT aligned with the gun barrel in any way - but it's still messy.

    Other times, though less common, it just doesn't swap, the reload animation plays out, BUT, as the button has already been pressed to switch to a different weapon, the reload fails, gun remains empty. Loose / loose lol.

    Bottom line: Quickly switching to a side arm is sort of a staple of any shooter. Switching to something relatively unwieldy, such as the Sniper Rifle or say a Minigun, should be a bit clumsy. Switching to the basic pistol though from the AR should be pretty clean. It's not.

    To be clear, swapping to a side arm (aka Pistol) is usually happening at close range. Almost exclusively, a fast melee attacker is rushing me, main weapon mag is depleted, yet enemy is still going. Reload simply takes too long, they'll be on top of me, so switching to a side arm is the logical option.

    Having defined switch times going to a weapon would be cool. Though having it work better and not get stuck in a reload animation for the prior weapon is a great starting point. It's often the shooter aspect of Empyrion that feels the least developed. From Melee attacker range issues - aka, player is not there any more, yet still takes a melee hit - to enemies firing through blocks due to clipping, and of course the favourite of clear LoS being blocked by a block that's simply not visually in the way. All these things are a detriment to the shooter aspect of the game. It can be great fun raiding POIs - and sooo much easier in a group - but these issues do hurt the experience.

    Btw: 10 points for the Firefly reference :)
     
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  4. Peter Conway

    Peter Conway Commander

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    I think the NPC attack thing is a bit like A: computer rolls dice = player hit, B: run annimation, it doesn't matter if the player has mover away or the gun is pointing at the ground the computer says you've been hit so you've been hit, sometimes I've had a Zirax Rocket dude aiming at the ground with his back turned from a currently playing annimation, then I get a rocket in the face..WTF you little cheat!

    So yeah, it could do with an overhaul, but so much could, but this game is compelling, it's addictive! I have an entire human pregnancy term on this game for what would be 24/7 for 9 months!

    And yeah, I'd love a timer on weapon swap for different weapons, that would be a cool addition.
     
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  5. stanley bourdon

    stanley bourdon Captain

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    like for the firefly reference
     
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  6. Peter Conway

    Peter Conway Commander

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    It's short life was one of the truely great mistakes of any TV Studio... it's far too late to correct it though, but were it to be restarted then Joe Keery (Steve in Stranger things) is a bit of a look-a-like for Mal, I actually thought it was Fillon's kid
     
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