aka 1 cool trick to instantly be a better jumper!!~
So I'm not 100% sure if this is already known information, but seeing as it was news to Shadow Sheep and a few others I'm guessing it might not be widely known among jumpers.
tl:dr - While reloading, all weapons take 1 extra tick to fire. This means that it's basically always better to turn cl_autoreload off and reload manually. On maps with sufficient regen, where there's no real need to reload at all, it's strictly worse to have cl_autoreload 1
Some more detail: Weapons take 2 ticks of +attack to go from the reload animation to actually firing. Since cl_autoreload 1 immediately makes you reload after you're done the fire animation, that means unless you hold mouse1 or have a tick perfect input (+attack on the exact tick the previous attack anim ended), your weapon will take 1 extra tick to fire vs if you weren't reloading. So for example, a soldier sitting with 4 clip can +attack for exactly 1 tick and fire a rocket, whereas a soldier reloading with 3 clip would have to +attack for 2 ticks to fire. This applies for the sticky launcher and shotgun as well - I haven't tested other weapons but I assume it's the same across the board.
Now I haven't done a deep dive in the codebase, so don't take this as fact, but my working understanding is:
After firing, the weapon animation is X ticks. After X ticks, you go to a sort of "neutral" state. With cl_autoreload 1, if you're in that neutral state and don't have a full clip, reloading will start. So that means with cl_autoreload 1 you get 1 tick of neutral, and if you're holding +attack during that tick, you will fire (or sticky launcher will start charging).
Now once you're in the reloading state, +attack doesn't fire immediately - it brings you back to that neutral state (which will go back to reloading immediately with cl_autoreload 1). So this means you need 1 tick of +attack to go back to neutral, and another tick to start firing from neutral.
Basically, what this means is that it's generally better to have cl_autoreload 0, and if you're on a map where you actually DO need to reload, it's better to have a reload bind vs letting the game handle it.
Here are some quick vids using the tick advance mode in the tas plugin to show off the behavior
Seems like a somewhat big deal to other aspects of the game too, but maybe this isn't really news? idk
[11:02 AM]botmode: it was a thing people talked about in like
[11:02 AM]botmode: 2011
[11:02 AM]botmode: about auto reload = bad