Weapon handling — Wiki
The hidden timings: early clicks, when a reload's rounds count, one-round reloads, bolts and pumps, the quick draw and near misses.
The timings the game never shows, read from its own code. Each weapon's page has its own numbers too.
Clicking too early
A semi-automatic gun throws away a click that comes too early. Click while it's still waiting between shots and the shot is kept only if the click lands in the last part of the wait: then it fires the moment the gun is ready. Earlier than that, nothing happens and you have to click again.
An automatic gun keeps every early pull and fires as soon as it can.
| Weapon | Wait between shots | An early click still fires if it's within |
|---|---|---|
| M1 Garand | 0.158 s | the whole wait: every early click fires |
| M1 Carbine | 0.12 s | 72 ms of the gun being ready |
| Gewehr 43 | 0.12 s | 72 ms of the gun being ready |
| M1911 | 0.13 s | 39 ms of the gun being ready |
| Luger | 0.13 s | 39 ms of the gun being ready |
| Trench Gun | 0.7 s | never: click after the gun is ready |
| Springfield | 1.2 s | never: click after the gun is ready |
| Kar 98k | 1.2 s | never: click after the gun is ready |
| Kar 98k Sniper | 1.2 s | never: click after the gun is ready |
Reloading
The rounds go in before the animation ends. Put the gun away before that moment and the reload is lost; after it, the new rounds are already yours.
A reload never wastes rounds: it tops the magazine up from what you carry.
Hold fire through a reload and the gun shoots the moment the reload ends.
Run dry and the gun reloads by itself: at once, except the Trench Gun (after 1 s) and the M1 Garand (after 0.1 s).
A reload chambers a round: a bolt-action rifle doesn't need its bolt after one.
| Weapon | Reload | The rounds count after | Reload when empty | The rounds count after |
|---|---|---|---|---|
| Grease Gun | 2.47 s | 1.65 s | 3.23 s | 2.2 s |
| M1 Carbine | 2.8 s | 1.5 s | 2.8 s | 1.1 s |
| BAR | 2.23 s | 1.25 s | 2.8 s | 1 s |
| Thompson | 1.83 s | 1.22 s | 2.2 s | 1.22 s |
| M1 Garand | 1.25 s (only when empty) | 0.8 s | 1.25 s | 0.8 s |
| M1911 | 1.97 s | 1.3 s | 2.47 s | 1.3 s |
| MP 28 | 2.8 s | 1.7 s | 2.8 s | 1.1 s |
| Gewehr 43 | 3.17 s | 1.7 s | 3.17 s | 1.7 s |
| MP 40 | 2.47 s | 1.95 s | 3.23 s | 1.95 s |
| STG 44 | 2.03 s | 1.41 s | 2.8 s | 1.41 s |
| Kar 98k | 2.47 s | 1.4 s | 2.47 s | 1.4 s |
| Luger | 2 s | 1.3 s | 2.5 s | 1.3 s |
One round at a time
Trench Gun, Springfield and Kar 98k Sniper load one round at a time. The first goes in after the start of the reload and one loop, then one each loop, and the reload ends with its closing animation.
| Weapon | First round in | Each next round | Closing | One round | Full from empty |
|---|---|---|---|---|---|
| Trench Gun | 1.17 s | 0.67 s | 0.7 s | 1.87 s | 5.22 s (6 rounds) |
| Springfield | 1.33 s | 0.63 s | 0.63 s | 1.97 s | 4.5 s (5 rounds) |
| Kar 98k Sniper | 1.33 s | 0.63 s | 0.63 s | 1.97 s | 4.5 s (5 rounds) |
Fire to stop the reload: the round being loaded still goes in, then the closing animation plays before the shot.
Bolts and pumps
After each shot the bolt or pump starts a moment later and runs for a set time. The gun can't fire until it ends (read from the code; still to be timed in game).
| Weapon | Starts after the shot | Takes | Next shot at the soonest | Out of aim |
|---|---|---|---|---|
| Trench Gun | 0.3 s | 0.7 s | 1 s | no |
| Springfield | 0.2 s | 1 s | 1.2 s | until it ends |
| Kar 98k | 0.2 s | 1.2 s | 1.2 s | until 1 s |
| Kar 98k Sniper | 0.2 s | 1 s | 1.2 s | until it ends |
The Trench Gun fires once a second at most: its pump starts 0.3 s after the shot and takes 0.7 s, so the gun's own 0.7 s between shots never comes into it.
The Kar 98k's bolt runs to 1.4 s but frees the rifle at 1.1 s, and its 1.2 s between shots decides the rest.
Drawing
A switch puts your gun away first: the gun in your hands goes away (0.23–0.42 s, by gun), then the next one comes out with its full draw.
The quick draw (0.2–0.3 s) brings your gun back after you pick up a weapon, after a quick knife (V), and after you throw a grenade or put a ready one back.
Getting off a ladder draws your weapon again, at its full draw time.
A new life starts with your weapon ready.
Near misses
You hear a bullet's whiz when it passes within 2.24 m of you: every player carries an invisible sphere that size, and the game plays the whiz for each player a shot's line goes through.