Reload
Work in progress
This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.
Reload is the time between firing and being ready to fire again. The gun sets a base time, the turret divides it, and the gun caliber decides how much of that bonus survives. Ready racks apply on top, but only under strict conditions.
What changes it
A gun has a base reload time in seconds, but that is not the number you actually get in game. The turret the gun sits in divides that base time, and the size of the gun decides how much of the turret's bonus actually applies.
Base reload
Gun stat
Seconds, before any turret bonus
Caliber
Gun stat
Bigger guns keep less of the bonus
Reload multiplier
Turret stat
Drives the divisor
Ready rack
Turret stat
A further multiplier, heavily gated
Real reload
The real reload is the base reload divided by a value worked out from the gun's caliber and the turret's reload multiplier.
The reload divisor
The divisor is built from three separate values, then the smallest of them wins. Here is the caliber in mm and is the turret's reload multiplier.
Note
Ready rack
A turret's ready rack multiplier is never applied at face value. It is gated by caliber, faded in by base reload, and damped as caliber rises.
Note
Try the numbers
This uses the same model as the reload calculator on the parts pages, so the values here match what the site shows for a real gun and turret pairing.
Interactive
Caliber penalty
1.144
Multiplier cap
1.400
Low caliber clamp
2.400
Divisor used
1.144
Real reload
5.51s
With ready rack
4.80s
effective ×0.871
Drop the caliber to 50 mm or below and the ready rack stops doing anything at all.
The reload cycle
- Fire . The round leaves the barrel and the reload timer starts immediately
- Extract and load . The loader clears the spent case and chambers the next round
- Ready . The gun is chambered and the next shot becomes available
Credit
Note
See also
- Shell Types : AP, APHE, APDS, APFSDS, HEAT and HE, and what each one is for.
- Penetration : Whether your round punches through, and how angle and range change it.
- Ricochet and Normalization : Why shots bounce, and how the round bends before they do.
- Ballistics and Trajectory : Shell drop, velocity loss, and leading a moving target.
- Spall and Post-Penetration : Getting through is step one. The fragment cone is what does the damage.