just to let you know why reloading looks as it does: we designed it as you see after some internal discussion a while ago:
1/ though real RPGs are typically just for one use (mentioned above), we, because of the engine configuration and abilities _do_ allow reloading. Actual rpgs often are prepared for fire quite complicated way, which would mean long complex move specific to each RPG type. And they are normally stored in backpacks. Too complicated for actual gameplay, we worry.
2/ reloading speed: because the reloading is unrealistic at all (because of above), it is hard to estimate how it should look like. Yes, as AI fires RPG quite fast now, group of AT specialists ambushing tanks can really be very deadly..
3/ It is uneasy to decide what helps the gameplay and what is too much arcade like:
* None of you actually would be happy reloading for 20 secs without chance to move or go prone at all, I'd expect.
* on the other hand some people advise arcade like things - e.g. throwing grenades in full sprint, but in reality that might be one of last stupid things one could do - grenades ARE deadly explosives and nothing more funny than to stumble at that moment with others around you.
And from practical point of view - imagine animation designer: what to do, if you are reloading and suddenly player decides to go prone - in reality reloading would somehow continue prone, but for game, it is impossible at all to continue as that'd be different move and if one allows to go prone at any moment, then it might result in virtually infinite variations of the moves.. Perhaps we could give up in that case and return RPG rocket back to man's ammo stock and let RPG empty or so.. what'd be better? 10 people = 10 different opinions, you know.
often there are things that look straigthforward, but once one thinks of consequencecs, they may find it would have some bad impacts elsewhere, it is about compromises.
Regards,
Stepan