Yes, I do know that, The start load out (few rifle rounds but a 'full' load of handgrenades and bazooka rounds) implies as much.
I pointed it out because I wasn't sure if this element of reloading was taken into account. An unsuspecting player for example might want to load up on specific ammo (get more sniper rifle rounds for example) but instead gets more (superfluous) handgrenades or nothing at all (if the original unit had just two weapons and the second slot held only 6 handgrenades). I don't think the average player knows about the 'original weapon' reload rule. Having to rely on ammo reload makes it a hard scenario already but a player also needs to be aware of some 'code related' aspects to do it right. Time is critical in this scenario and might be easily wasted.
But then again, it is the 'hard' version of the scenario and people shouldn't expect anything to be easy in it!
