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Reload
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The Reload is a command in the TimeSplitters that allows a player to refill their current magazine to the maximum the the weapon's magazine can hold unless there isn't enough, in which case it will refill to the highest possible. A gun will automatically reload after a gun expends an entire magazine; however, in TimeSplitters and TimeSplitters 2 if the trigger is still held it won't reload until it is let go. There is also a button to manually reload (See: Controls) which will spare all the rounds left in the magazine but take from your stash what is needed to refill your magazine. In the original TimeSplitters and TimeSplitters 2, after switching to a weapon, the weapon will always have a full magazine.
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Appearances
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TimeSplitters
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In the original TimeSplitters, every weapon has a global cartridge reload time. It lasts approximately 0.47 seconds. The same two-click reload sound is used for each weapon, as well as the same reload animation, despite all of their differences. Although Shotgun uses unique reload animation: At first the shotgun breaks open, ejecting the shells, lowers down the and snaps back shut, returning to idle position. The whole animation takes about 0,5 seconds.
The reason behind the standard reload time is best assumed due to priority reasons, as at the time of the original TimeSplitters's development, Free Radical Design was not a large company and were releasing their first game as a launch title, so reload animations, times and sounds were not their greatest concern.
Weapons
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| Weapon | Reload Time |
|---|---|
| Fists | N/A |
| Pistol | 00:00.47 |
| M16 | 00:00.47 |
| Assault Rifle | 00:00.47 |
| Sniper Rifle | 00:00.47 |
| Raygun | 00:00.47 |
| Raygun Carbine | 00:00.47 |
| Scifi Autorifle | 00:00.47 |
| Scifi Handgun | 00:00.47 |
| Proximity Mine | N/A |
| Remote Mine | N/A |
| Timed Mine | N/A |
| TNT | N/A |
| Tommy Gun | 00:00.47 |
| Assault Shotgun | 00:00.47 |
| Uzi | 00:00.47 |
| Blunderbuss | 00:00.47 |
| Colt Pistol | 00:00.47 |
| Shotgun | 00:00.47 |
| Brick | N/A |
TimeSplitters 2
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In TimeSplitters 2, a standard reload time was again used, although there were some exceptions. Most weapons reload for approximately 1 second, with the first 0.5 seconds spent reloading the magazine, and the other 0.5 seconds spent raising the gun. The same two-click reload sound is used for each weapon that uses the standard, as well as the same reload animation, despite all of their differences.
A notable weapon which does not follow the standard is the Tactical 12-Gauge. This weapon can store a maximum of eight shells. The gun reloads one round at a time, so if a player manually reloads after firing a single round, it will take less time to fill the magazine than if they had fired all eight. This leads to a common tactic of reloading after each shot fired, thus saving a lengthy wait upon emptying the magazine, during which time the player would be vulnerable to enemy fire. Another way to avoid the weapon's lengthy reload is to exploit a glitch in the game, whereby switching momentarily to another weapon and then switching back to the 12-Gauge will instantly refill its magazine.
Also of note is the double-barrelled shotgun, which is the only other weapon in TimeSplitters 2 with a unique animation; while it still lowers off-screen to reload, immediately prior to this the two empty shells are ejected from the breach.
Weapons
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| Weapon | Reload Time |
|---|---|
| Fists | N/A |
| Silenced Pistol | 00:01.0 |
| Luger Pistol | 00:01.0 |
| Garrett Revolver | 00:01.0 |
| Crossbow | ? |
| Vintage Rifle | ? |
| Sniper Rifle | 00:03.0 |
| Shotgun | 00:01.0 |
| Tactical 12-Gauge | 00:09.0 |
| Soviet S47 | 00:01.0 |
| Tommy Gun | ? |
| Scifi Handgun | 00:01.0 |
| Lasergun | N/A |
| ElectroTool | N/A |
| Plasma Autorifle | N/A |
| SBP90 Machinegun | 00:01.0 |
| Minigun | N/A |
| Grenade Launcher | ? |
| Rocket Launcher | 00:01.0 |
| Homing Launcher | N/A |
| Proximity Mine | N/A |
| Remote Mine | N/A |
| Timed Mine | N/A |
| TNT | N/A |
| Fire Extinguisher | N/A |
| Brick | N/A |
| Silenced Luger* | 00:01.0 |
* Not available in Arcade.
TimeSplitters Future Perfect
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In TimeSplitters Future Perfect, most weapons use different reload times, depending on the weapon. They also have individual reload animations; for example, contemporary weapons tend to feature the removal and replacement of a magazine, while other, more exotic armaments have equally exotic animations.
Weapons
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| Weapon | Reload Time |
|---|---|
| Fists | N/A |
| Baseball Bat | N/A |
| Pistol 9mm | 00:02.0 |
| Kruger 9mm | 00:02.0 |
| LX-18 | 00:02.0 |
| Scifi Handgun | 00:02.5 |
| Revolver | 00:02.5 |
| Injector | 00:04.0 |
| Mag-Charger | 00:03.0 |
| Flamethrower | N/A |
| Machinegun | 00:01.6 |
| K-SMG | 00:03.0 |
| Shotgun | 00:03.0 |
| Dispersion Gun | N/A |
| Tactical 12-Gauge | 00:09.0 |
| Soviet Rifle | 00:03.0 |
| Harpoon Gun | 00:01.5 |
| ElectroTool | N/A |
| Plasma Autorifle | N/A |
| SBP500 | 00:03.0 |
| Minigun | N/A |
| Rocket Launcher | 00:04.0 |
| Heatseeker | N/A |
| Ghost Gun | N/A |
| Scifi Sniper | 00:04.0 |
| Vintage Rifle | 00:03.0 |
| Sniper Rifle | 00:03.0 |
| Flare Gun | 00:02.0 |
| Proximity Mines | N/A |
| Remote Mines | N/A |
| Timed Mines | N/A |
| Grenades | N/A |
| Plasma Grenades | N/A |
| Time Disruptor Grenades* | N/A |
| TNT* | N/A |
* Not available in Arcade.