All mechanics

How reload works in Cursed Tank Simulator

Reload in CTS is not just a number on the gun. The gun gives a base reload, but what you actually experience depends on the gun's caliber and the turret's reload multiplier, plus a ready rack if the turret has one.

The short version

Your real reload is the base reload divided by a reload divisor:

real reload = base reload / reloadDivisor(caliber, turretMultiplier)

A bigger divisor means a faster reload. The divisor goes up with a higher turret reload multiplier and down for very large calibers, which is why big guns feel slow.

The reload divisor

The divisor is made of three pieces that get clamped together:

  • Caliber penalty: (multiplier × 2) / (∛caliber − 2.27). Large calibers shrink this, slowing the gun.
  • Multiplier cap: max(multiplier, 1). The divisor can't exceed the turret's own reload multiplier (and never drops below 1 here).
  • Low-caliber clamp: 1 + clamp(√caliber − 5.91, 0, max(multiplier, 1)). Keeps small-caliber guns from reloading absurdly fast.

The final divisor is clamp(caliberPenalty, 0, clamp(multiplierCap, 0, lowCaliberClamp)).

The ready rack

A ready rack gives faster reloads for its first shots by multiplying the reload (commonly by 0.6). Once the rack runs dry you fall back to the sustained reload until it refills, so a build's burst reload and its long-fight reload can be very different.

ready-rack reload = real reload × readyRackMultiplier

Reload formula reverse-engineered by @amdiux.

Try it on your own build

Plug in a gun and turret to see the real reload, ready-rack reload and the divisor breakdown.

Open calculator