I've posted about a few of these before, but I'd like to make one list of the various weapon and mechanics errors I've spotted in the game. Most of these are pretty minor, though in some cases that's exactly why they bother me. Sandstorm has, by far, the best weapon handling in any game I've ever played. It's awesome, but to me it does make the small errors that remain stick out all the more.
The normal reload from empty is correct, with the locked-back bolt being released with the charging handle. The speed reload from empty uses some other mechanism to release the bolt though, and I'm not sure what. On a stock rifle, there is no other option to release the bolt. There is an aftermarket part that replaces the bolt locking button inside the trigger guard with a catch that allows releasing the bolt with the trigger finger, I'm not sure that it's a popular accessory and it seems weird for it to be on a rifle in game and only used in one reload animation.
I'm not aware of any extended magazines actually in existence for the G-36, so some alternative would be nice.
The speed reload as depicted is not physically possible. The arrangement of the magazine, magazine release paddle, and trigger guard make it impossible to actuate the magazine release with another magazine. The speed reload should be changed to look more like the G-36 reload where the magazine is released and cleared with the support hand thumb.
It would also be nice to see the optic rail removed when not mounting an optic, just like how the AK series does not always have a dovetail rail mounted to it.
M-4 and M-16 with M-203
I like the little variation on the reload when you have the GL attached. One slight problem: it's generally discouraged to use an open-hand slap to hit the bolt release. The palm of the hand is concave, and it's totally possible to slap the shit out of the side of the rifle and not release the bolt because the bolt release paddle ended up right in the center of the palm and didn't get pushed far enough. It's acceptable to use the meat of the thumb to hit it, this puts the support hand in a good possession to run forward after the reload, and this might be what happens in the reload animation, but it's hard to tell. A better option is using a closed 'hammer" fist to hit the bolt release, and this is closer to what is trained in the Army.
M-4 and M-16 with drum mag
This isn't technically an error, but why use the charging handle when reloading with a drum mag? It'll work, but it's slower and a bit awkward since with the bolt locked back there is no resistance on the charging handle until it engages the bolt carrier. Is it because there are reports of the bolt not locking back correctly after the last shot with some drums?
The MP-7 uses a unique style of flip-up iron sight that resembles a pistol sight when folded down, but flips up to resemble something a lot more like traditional rifle flip-up sights. When running the gun with only irons your character uses it with the sights left down, which is not ideal. Why not have them flip up like every other weapon with flip-up sights?
The standard OKP-7 cannot be mounted to the AKSU. The AKSU uses a different rear sight assembly which impacts the OKP-7's dovetail mount. It could probobly mount the railed version of the sight using a doevetail mount adapter though, just like how the EOTech and Aimpoint are mounted.
This is a 1x sight in reality, but I guess since it's a collimator making it 1.5X kinda makes sense in a game. More annoying - the reticule should be a non-illuminated black etched circle with a red-illuminated black etched dot in the center. Right now it mostly resembles the EOTech reticule, which is wrong. The PK-AS reticule should be perfectly sharp, not slightly fuzzy like the EOTech.
Any weapon what has a bolt or slide that locks open following the last shot, which means most of the rifles and all of the pistols, has a staged reloading issue: eject the magazine, then sprint or switch weapons, then come back to that weapon. It will have no magazine and a round in the chamber. You can fire a single shot with the weapon in that condition, the one that was left in the chamber, which is correct. But then the weapon will lock open as is typical for the empty weapon animation. This is not correct - any weapon which locks open after the last shot does so with a mechanism that is actuated by the follower in the magazine. Without a magazine, the weapon will cycle and close the breech on an empty chamber. Reloading from this state requires inserting a magazine, then manually cycling the weapon, which probobly means a new animation for these weapons. Luckily this is pretty close to the first-load animations, so it might be a pretty easy animation to add?