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In Team Fortress 2, there is an option to automatically reload your weapon as soon as you stop firing. Furthermore, reloading can be interrupted by firing, and (except for the Force-a-Nature) reloading does not waste ammo.

Are there any reasons to disable auto-reloading, or to use the manual reload key?

I can only think of two itsy-bitsy ones:

  • Visual distraction (and if that's a problem, better off disabling viewmodels?)
  • As a Spy, creating opportunities to fake-reload
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It seems like you're searching for a problem here, rather than posting based on an actual problem (FAQ: "You should only ask practical, answerable questions based on actual problems that you face"). –  Matthew Read Feb 10 '12 at 0:44
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@Matthew I think this is a very good question, about pros and cons of a specific option. I've slightly edited it, though, to make it appear less as the kind of questions you describe - because in my opinion, it really isn't. –  Oak Feb 10 '12 at 1:21
    
@MatthewRead How about "Can I improve my gameplay/Am I missing out on something by turning off auto-reload?" –  Kevin Reid Feb 10 '12 at 1:23
    
@Oak I disagree with your edit: I gave two reasons, so there are some. Irrelevant to my particular playstyle, as it happens, but there are some. So I'm asking if there are more. –  Kevin Reid Feb 10 '12 at 1:26
    
If you disagree, please edit it to be better :-) I was just trying to turn it into more of an "advantages vs disadvantages" question, since I think it was phrased a little strange before. And yes, grammar mistake, I blame me doing this from my phone :-) –  Oak Feb 10 '12 at 1:31

3 Answers 3

up vote 10 down vote accepted

I have auto-reload disabled in my spy.cfg because when I'm using the Ambassador, the reload animation obscures the reticule, which slows me down when I'm trying to set up the second headshot needed to finish off some of the tougher classes.

In your spy.cfg file (Steam\steamapps\\team fortress 2\tf\cfg\spy.cfg):

cl_autoreload "0"

In all the other classes:

cl_autoreload "1"

(By the way, you're right, viewmodels off would also solve this problem, I just like them better on.)

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A code snippet would be nice. –  BoltClock Feb 10 '12 at 6:24
    
I'll put one up tomorrow. –  Steve V. Feb 11 '12 at 6:36
    
And when I said "Tomorrow", I meant in Valve Time –  Steve V. Feb 13 '12 at 4:41
    
@SteveV. And one year later....still not enough for Valve Time? –  meme scientist Mar 22 '13 at 22:28
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@Retrosaur - there you go! "Tomorrow" = "a year and fifteen days later". Sounds about right for Valve. –  Steve V. Mar 26 '13 at 14:41

Auto reload can be a put-off in some situations. For example, if you're a scout with the Force-a-Nature, or the Soda Popper, guns that when reloading will discard all shells loaded, turning on auto reload wastes bullets.

Turning off auto-reload will prevent you from wasting the bullets, and help conserve ammo in otherwise tight situations.

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Auto reload can be annoying - if you are in a sticky situation and you need to pop a few more rockets or stickies you might have a problem with reloading.

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-1 this is not true at all, as you can shoot through reloading unlike most games. –  Halfwarr Nov 4 '12 at 3:34

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