The Reload is a command in the TimeSplitters series that allows a player to refill their current magazine to the maximum that 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 released. 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 TS1 and TS2, after switching to a weapon, the weapon will always have a full magazine, providing sufficient ammo is in the player's arsenel.
Appearances[]
TimeSplitters[]
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 (excluding the Rocket Launcher), as well as the same reload animation, despite all of their differences. However, the Shotgun uses a unique reload animation: at first, the shotgun breaks open, ejecting the shells, then lowers down the and snaps back shut, returning to idle position. The whole animation takes about 0.5 seconds.
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[]
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 (albeit a different one from TS1) 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 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.
Strangely, the Rocket Launcher only takes roughly half a second to reload, which it does silently.
Weapon | Reload Time |
---|---|
Fists | N/A |
Silenced Pistol | 00:01.0 |
Luger Pistol | 00:01.0 |
Garrett Revolver | 00:01.0 |
Crossbow | 00:01.0 |
Vintage Rifle | 00:01.0 |
Sniper Rifle | 00:01.0 |
Shotgun | 00:01.0 |
Tactical 12-Gauge | 00:05.0 |
Soviet S47 | 00:01.0 |
Tommy Gun | 00:01.0 |
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 | 00:01.0 |
Rocket Launcher | 00:00.47 |
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 |
Desert Eagle** | 00:01.0 |
* Not available in Arcade.
** Not used in the game.
TimeSplitters Future Perfect[]
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.
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.
Trivia[]
- In TSFP, the Sniper Rifle and Vintage Rifle use the same animations, including reloads.
- In TSFP, the Pistol 9mm and LX-18 use the same animations, including reloads; their mag-change sound is taken from that of the Kruger 9mm.
- In TSFP, the K-SMG and Soviet Rifle use the same reload sound, which is a lower-pitch version of the Kruger 9mm reload sound.
- In TSFP, the Sci-Fi Handgun and SBP500 share the same sound when a used magazine is ejected.
- Several weapons reload as quickly as replacing a mag, which they would not do in real life: Grenade Launcher, Assault Shotgun, Colt Pistol, Garrett Revolver, and Revolver.