Reload Cancel
From the Call of Duty Wiki
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[edit] Definition
In Call of Duty, reload canceling is a tactic used by experienced players to decrease their reload time, which buys them precious seconds in intense firefights. It is most effective when reloading an empty weapon, because empty-weapon reload animations take longer to complete than mid-magazine animations because the charging handle/bolt must be actuated to chamber the first round (the exceptions to the rule are the M1 Garand in Call of Duty: World at War, as its mid-magazine reload animation is longer than its empty reload animation, and belt-fed LMGs, which require the same time for both animations). This process only works for cartridge-based weapons, not bazookas or RPGs.
[edit] The process
- Begin the reload animation using the reload button.
- When the ammunition count in the bottom right-hand corner changes, double tap the "switch weapons" button, sprint and immediately stop, start shooting again (this tactic requires expert timing), or melee, which can be much slower.
- The character will stop reloading and bring the gun back up, and the magazine will be full.
[edit] Creating a Script (PC only)
It is possible to create a script, or a sequence of commands, to bind to a single key in order to make the process of reload cancel easier. The script combines multiple commands into one command. In this case, the script will replicate the act of double tapping with "switch weapons" button, without a risk for pushing it the wrong amount of times.
To create the script, activate console and open it by pressing the "~" button. Type the following command (when tested, these scripts were different in single player and multiplayer - note the difference in spacing):
For single player -
- /bind KEY "weapnext ; wait 10 ; weapnext"
For multiplayer -
- /bind KEY "weapnext; wait 10; weapnext"
Type the script exactly as shown, with spaces and quotations, replacing the word "KEY" with the key you wish to bind the script to (i.e. MWHEELDOWN, h, 2, SHIFT, F7, MOUSE1, etc.). To use the script, just push the button that you bound the script to at the point of reload cancel.
[edit] How it Works
The reload cancel works because the weapon technically "completes" its reload when all the bullets in the magazine are replaced. Watching the indicator while performing an empty-state reload animation will show that the bullets are actually "in the gun" before the reload is completed. By performing an action that causes the reload animation to stop, such as sprinting, meleeing, or switching weapons, the reload will stop but the bullets will remain in the gun.
When the player double taps the "switch weapons" button, the first tap cancels the reload, and the second tap cancels the weapon switch, bringing the gun back up. If done at the proper time (when the magazine indicator shows a full magazine), the time that would have been required to complete the reload animation is shaved off and the gun can be fired sooner. This is an invaluable tactical maneuver when enemies are in the area actively searching for the player or the player is in an engagement and needs to reload and has no other weapons to switch to.
[edit] Note
- Some weapons do not benefit from "Reload Canceling" , the most notable being the Skorpion and Mini-Uzi. The Skorpion and Uzi cannot be reload canceled because of the fact that their animations are only .2 secs longer than the bullet add time, almost too small a time for it to make a difference. It helps a little more with the Uzi empty reload however, which is 3.5 secs.[1]
