Talk:Depleted Reload/@comment-25744336-20150731205732/@comment-24380040-20150731234205

1 - yes, technically this will force vectis prime to function for each shot fired.

2 - the reason you reload after each mod with a vectis is because there is a short recoil animation, because the mag is empty, you can manually reload instantly on firing the shot and cancel the animation, saving you 0.5 seconds. because vectis prime has a second bullet in the mag, it prevents you from being able to use this override and effectively adds 0.45 seconds to the reload.

3 - consuming that extra mod slot just to remove a "buff" that was added to prime the weapon... removes all choice from building the weapon. guaranteed if you're building your vectis right, you have a serration, split chamber, point strike and vital sense, typically at least 2 elements, then a charged or primed chamber(if you have one) then that leaves you the option to put in punch through, extended scope, silence, critical delay, hammer shot, a third element (or matching element/status mod) which gives you more effectiveness in more places. not to mention we have access to primed fast hands, which is alrady 55% reload speed.

4 - we should not be required to mod specifically to REMOVE a "buff" that was added to a weapon when it was primed.

5 - all the people arguing in favor of this mod as a perfect solution to the problem are devs that are too busy fixing other things to care or people who want vectis prime to be the rapid fire "golden gun" of this game, having the weapon firing more than once a second already is perfectly reasonable for what it does and if you brought it to a mission where it isn't an appropriate weapon choice, don't make it the problem of everybody whose ever put a forma into a regular vectis and kill our freaking sniper mascot.