Reload

Guns can reload anytime they are not fully loaded, either by pressing R (default key) or by dry-firing a weapon with an empty magazine. However, reloading cannot interrupt burst shots mid-burst, but will buffer and begin reloading the instant the burst is finished.

Fully-automatic guns can instantly resume firing while holding the fire key through the end of a reload.

Semi-automatic guns cannot buffer shots by holding the fire key near the end of a reload. Players must become familiar with the reload time to resume firing as soon as possible.

## Reload Cancel

Guns have two reload times.

* *Ammo reload time*: time until the ammo count indicates that the magazine is filled.
* *Full reload time*: time until the gun can immediately resume firing. This includes both the ammo reload time and the time to ready a gun to shoot after the ammo is loaded.

Weapons can be swapped after the *ammo reload time* has elapsed but before the *full reload time* without having to restart the reload from the beginning when swapped back. This is **reload cancelling** (or reload animation cancelling).

On some weapons, the *ammo reload time* is so much shorter than the *full reload time* that - when wanting to reload and shoot the same weapon - it is faster to swap away from and then back to the weapon, rather than waiting for the *full reload time*. The fastest way to do this is by using the Shove action (default "C") to swap away after the *ammo reload time* is complete, and then immediately swap back to the weapon by using its hotkey (default either "2" or "3" depending on if it is a main or special weapon).

### Reload Cancel Comparison

Some weapons (such as the Bataldo 3RB HEL Revolver or Buckland S870 Shotgun) benefit tremendously from reload cancelling, while other weapons benefit little or not at all.

Below is listed the *ammo reload time* and *full reload time* for all the different weapons. Weapons with a substantially lower *ammo reload time* compared to *full reload time* will benefit from reload cancelling.

Note: *Ammo reload times* are measured in-game, and are accurate within 1/60th of a second. *Full reload times* are taken from the values reported by the game files.

## Bugs

* Occasionally, when reloading certain weapons (such as the DMR or Heavy Assault Rifle), the game will reload one less than the weapon's full magazine capacity, requiring a second reload to fully reload the gun.
* It is noteworthy that in the above table, some weapon's *ammo reload time* is longer than their *full reload time*. Of course, the weapon's actual *full reload time* is longer than the *ammo reload time*, but the discrepancy is due to the fact that the *ammo reload times* have been measured in game, while the *full reload time* is taken from the game's files. The *full reload times* in the above tables are likely the **intended** reload times of the weapons, but due to a bug in how the animations are queued, the actual in-game time is sometimes longer.

## References

1. ↑ Taken from the excellent *[Resource] Weapon Data: Reload-Cancel Times, Time to Kill, Shots to Kill, Ammo Efficiency* by heart---, see https://www.reddit.com/r/GTFO/comments/1350qkc/resource\_weapon\_data\_reloadcancel\_times\_time\_to/