Hello, I don’t know if it has already been adressed, but I just realised that the ammo when reloading with a non-empty mag is wrong. On the real Glock 17 you’re able to fire 18 bullets when you put a new mag while there’s a round in the chamber, and in the “non-empty” reloading animation, that extra bullet is not removed, so you should have 18 rounds, but instead, a bullet vanishes and you have 17 rounds again. (sorry for the broken english, i’m not familiar with firearms terms)
Whilst it would be cool if the developers implemented wet and dry reloading (the animations are already there), it is not a feature that is of high priority.
Barely any games do this sort of reloading, so I’m guessing the developers will ignore this and work on more important things, like finishing Xen and improving multiplayer movement.
Yeah, I know it’s nitpicking, but now that I’ve noticed it, it really bothers me
It’s a really minor thing and not really worth implementing when HL1 and 2 don’t do it either. I’d be a neat detail if it worked like that, but it might also confuse non-gun people if the weapon sometimes has 17 rounds and sometimes 18.
Fun fact though - while in development, HL1 originally had Glock reloads work like that, close enough to release that the Day One demo still has the functionality in playable form.
I know guns only from games and movies and something like that would really confuse or annoy me. Sometimes I’m even so tired of reloading the weapons that I occasianally wish there was no reloading at all, like in Doom or Quake. But that would feel wrong in Black Mesa or other Half-Life games.