Jango30 Aug
Right now, the game doesn't seem to track a round in the chamber during a reload. If I have a 30-round magazine with one round still chambered, and I swap in a fresh mag, I end up with 30 total instead of 31.
Shinigami02 Sept
Just to point out a small improvement:
When I check my magazine, if there's one cartridge left, I should be able to fire twice:
-> 1 cartridge chambered
-> one in the magazine
Therefore, inspecting should indicate the number of cartridges in the magazine, but also whether a cartridge is chambered.
This would give:
-> magazine full after reloading: 29 cartridges in the magazine / 1 cartridge chambered
-> last cartridge: 0 cartridges in the magazine / 1 cartridge chambered
By doing this, it would also allow for one more cartridge in the weapon if the player reloads as his weapon isn't empty: a full magazine + one cartridge chambered.
This works fo every firearm exept the ones you chamber directly (revolver or double barrel shotgun for exemple)
It would greatly improve realism.
Thibault Catimel02 Sept
"Reloading with a round chambered should give mag capacity +1" (suggested by <Hidden> on 2026-08-30), including upvotes (1) and comments (0), was merged into this suggestion.
InFamous03 Sept
Example: Reloading a 30 ammo mag while the chamber is still loaded, the total shots fired should equate to 31 before being empty. I tested it right now but It only shoots 30.
Picklezs03 Sept
I think it would be really cool if you have to chamber your weapon every time you spawn in, obviously your character would do it for you but if other mechanics like gun jamming were added you would need to chamber it anyways
LT_REX03 Sept
Please fix reload to have +1 ammo in the chamber for weapons that are capable.
When you rack the weapon, it cycles one round into the chamber.
Once there's a round in the chamber, when you reload with a full magazine or a partial, there's no need to rack it again.
Re-racking with a round already in the chamber will cause a jam in some weapon systems.
If the weapon jams with a round not seated properly in the chamber, then remove the round and re-rack the weapon.
Thibault Catimel03 Sept
"Weapon Reload +1 ammo in the chamber" (suggested by <Hidden> on 2026-09-03), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel03 Sept
"Add the ability to chamber a round" (suggested by <Hidden> on 2026-09-03), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel03 Sept
"Reloading while there is a bullet in the chamber should add 1 to allowable shots." (suggested by <Hidden> on 2026-09-03), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel03 Sept
"Improvement to magazine / gun inspection" (suggested by <Hidden> on 2026-09-02), including upvotes (1) and comments (0), was merged into this suggestion.
Joseph05 Sept
Example FAL has a 20 round mag that would mean on an empty reload after you rack the charging handle a round is loaded into the chamber ending with 19 in the mag and 1 in the chamber. If you reload before firing that last round you get a faster reload because you don’t have to rack the bolt as a round is already in the chamber. You have this implemented in animations but you don’t give us that extra round, we still only ever have 20/20 when reloading with a round in the chamber should end with 21/20.
Reg05 Sept
When reloading with a fresh mag with a gun that still has 1 round in the chamber, (ex; you reload your 30 round mag AK with 10 rounds left in the current mag), You should have 31 bullets ready to use because of the 1 round already in the chamber. Battlefield 6 does this and I think it would be a great addition to the realism to the game
HO06 Sept
After a mag dump, you would load a fresh 30 round mag and rack one in the chamber which would leave 29 rounds left in the mag. However, when you do a quick mag check, the round shows 30 instead of 29,
HrMicMan07 Sept
for example if i reload after using 10 rounds, keep one round in the barrel for the next mag, giving me 1 additional bullet. with that also giving me the options to fire that last round without fully reloaded.
Lianftw08 Sept
It makes no sense to reload a gun, cock the chamber to load the bullet, reload again, and find that the bullet in the chamber is no longer there.
Cody Ward08 Sept
This is more leaning into the realism of "plus one in the chamber". Clarification, if after firing one shot and you reload, you keep the bullet in the chamber. So now you have a 15 round magazine plus the one in the chamber making it 16 shots before reloading.
Smungfloba10 Sept
When I reload a fresh magazine into my firearm without fully depleting the magazine. the game should remember the bullet I had in the chamber and account for it.
EX: if I shoot 6 rounds of a 7 round 1911 and reload, I should now have 8 rounds in the handgun since one is in the chamber. This adds another layer of realism as well as helps ammo economy.
Thibault Catimel21 Sept
"Add a round it the chamber mechanic" (suggested by <Hidden> on 2026-09-05), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel22 Sept
"One in the chamber" (suggested by <Hidden> on 2026-09-06), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel22 Sept
"Plus one in the chamber" (suggested by <Hidden> on 2026-09-08), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel22 Sept
"Tactical Reload "+1 round" for closed bolt weapons" (suggested by <Hidden> on 2026-09-05), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel22 Sept
"Keep 1 unused ammo in barrel if a reload happens before an empty mag" (suggested by <Hidden> on 2026-09-07), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel22 Sept
"Add +1 reload" (suggested by <Hidden> on 2026-09-10), including upvotes (1) and comments (0), was merged into this suggestion.