Technicals and Ammo Boxes
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Technicals and Ammo Boxes
With the limited availability of Insurgent Ammo Trucks, and with the ability of virtually all conventional forces light vehicles (Hummvee's Land Rovers, etc.) to carry an ammo box, I am disappointed to see that the Insurgent Technical asset does not carry a single ammo box. Perhaps reduce transport capacity to five to bring it in line with the hummvee, and to compensate for the additional value.
All too often, Insurgent forces are completely unable to resupply because our only mobile source of ammunition is destroyed. With Technicals being allowed to carry a single ammo box, a squad would at least be able to resupply basic ammunition in the field.
All too often, Insurgent forces are completely unable to resupply because our only mobile source of ammunition is destroyed. With Technicals being allowed to carry a single ammo box, a squad would at least be able to resupply basic ammunition in the field.
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BenHamish
- Posts: 325
- Joined: 2010-10-17 11:59
Re: Technicals and Ammo Boxes
I was thinking this today actually.. Sterling post sir, one of many today!
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tommytgun
- Posts: 199
- Joined: 2008-12-17 22:19
Re: Technicals and Ammo Boxes
+1, I completely agree, too many times I've seen people use the ammo techies for personal trans and we end up with no ammo :[
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: Technicals and Ammo Boxes
This. Plus ammo for insurgents should be scarce. Fights should be centeralized around the caches, as those are supposed to be the insurgents main source of ammunition.ytman wrote:You get ammo bags now.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Technicals and Ammo Boxes
ytman hit it on the nose
the combination of infintate ammo from the cache, white ammo techies dropping up to 3 boxes and men with ammo bags should be giving you everything you need.
the combination of infintate ammo from the cache, white ammo techies dropping up to 3 boxes and men with ammo bags should be giving you everything you need.
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Technicals and Ammo Boxes
On a map where the ammo trucks do not respawn, (show me one map with conventional logistics trucks that don't respawn, but that's another issue) there is no other way to resupply a mortar position, which should be nowhere near a cache location. Although I think it would be highly amusing to see a bucket brigade of insurgents throwing ammo bags along a line from a cache to a mortar pit, it would not be very practical. 
Additionally, on many Insurgency maps, ammunition for sapper/rpg/aa teams is scarce because the mortar team is using the ammo truck, or more commonly, someone took it on a carmageddon cruise. For an insurgent team wishing to employ things like ied ambushes, rpg ambushes, hit and run raids, or any other tactic that doesn't involve being walking distance from a cache, this is a major problem. This doesn't even begin to touch the issue of unknown caches and attempting to keep them unknown. Good luck doing that when you have to run back inside every two minutes to reload.
The technical is a good asset, I am not complaining. I am just asking that the poor backwards Insurgents figure out how to throw a box of ammo in the back of the pickup truck, maybe in place of a guy.
Additionally, on many Insurgency maps, ammunition for sapper/rpg/aa teams is scarce because the mortar team is using the ammo truck, or more commonly, someone took it on a carmageddon cruise. For an insurgent team wishing to employ things like ied ambushes, rpg ambushes, hit and run raids, or any other tactic that doesn't involve being walking distance from a cache, this is a major problem. This doesn't even begin to touch the issue of unknown caches and attempting to keep them unknown. Good luck doing that when you have to run back inside every two minutes to reload.
The technical is a good asset, I am not complaining. I am just asking that the poor backwards Insurgents figure out how to throw a box of ammo in the back of the pickup truck, maybe in place of a guy.
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Redline.ss
- Posts: 22
- Joined: 2009-07-11 18:22
Re: Technicals and Ammo Boxes
Didnt techies having a crate back in the day..... or am i crazy?
anyway, ammo trucks are wasted enough as it is, dont give them another reason.
anyway, ammo trucks are wasted enough as it is, dont give them another reason.
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: Technicals and Ammo Boxes
Korengal Valley.Stoickk wrote:On a map where the ammo trucks do not respawn, (show me one map with conventional logistics trucks that don't respawn, but that's another issue)...
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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Bellator
- Posts: 511
- Joined: 2009-07-13 13:52
Re: Technicals and Ammo Boxes
An HAT team of two or a HAT lone wolf with an ammo techie is an effective and very mobile tactic for Taliban especially on Kokan. In fact, i'd like to see the RPG guys using them more for themselves; people seem so reluctant about gusin RPGs when playing as talis.All too often I see RPG guys lone wolfing with an ammo techy
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009783232
- Posts: 42
- Joined: 2008-11-14 03:53
Re: Technicals and Ammo Boxes
The issue stems from the two different philosophies of what insurgency is meant to represent. The blufor centric view sees insurgency almost as a city clearance operation, and therefore proponents of this style of insurgency will wish to limit insurgent activities away from caches. The insurgent-centric view of insurgency views the insurgency game mode as a representation of a longer conflict, where individual ambushes away from cache locations should be encouraged.[R-DEV]Rudd wrote:ytman hit it on the nose
the combination of infintate ammo from the cache, white ammo techies dropping up to 3 boxes and men with ammo bags should be giving you everything you need.
Individual rpg shots away from cache locations are however where they are most effective against armoured vehicles. This is as blufor vehicles will always attempt to maintain enough distance from the cache to make a successful rpg shot extremely difficult. Due to the effectiveness of this, it does make the limitation on taking a few extra rpgs or mines in the back of a vehicle seem a bit arbitrary.
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: Technicals and Ammo Boxes
Nah you just stod near them to rearm could do it from normal cars to.Redline.ss wrote:Didnt techies having a crate back in the day..... or am i crazy?
anyway, ammo trucks are wasted enough as it is, dont give them another reason.
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Technicals and Ammo Boxes
This is is a big part of the problem, and also this below:009783232 wrote:The issue stems from the two different philosophies of what insurgency is meant to represent. The blufor centric view sees insurgency almost as a city clearance operation, and therefore proponents of this style of insurgency will wish to limit insurgent activities away from caches. The insurgent-centric view of insurgency views the insurgency game mode as a representation of a longer conflict, where individual ambushes away from cache locations should be encouraged.
Individual rpg shots away from cache locations are however where they are most effective against armoured vehicles. This is as blufor vehicles will always attempt to maintain enough distance from the cache to make a successful rpg shot extremely difficult. Due to the effectiveness of this, it does make the limitation on taking a few extra rpgs or mines in the back of a vehicle seem a bit arbitrary.
The problem with the "Blufor Centric" viewpoint of insurgency operations is that insurgents are expected to play like bots. Insurgents are expected to set up around the caches, within close enough range to let riflemen resupply with their ammo bags while blufor rains death and destruction down in the form of gunships, tanks, apc's, mortars, grenadiers, hats/lats, etc. They have no problem locating the caches because the insurgent team is required to expose the cache locations by using them as a sole source of resupply, especially once the non-respawning ammo techies are destroyed.Bellator wrote: An HAT team of two or a HAT lone wolf with an ammo techie is an effective and very mobile tactic for Taliban especially on Kokan. In fact, i'd like to see the RPG guys using them more for themselves; people seem so reluctant about gusin RPGs when playing as talis.
Playing like this, a round of insurgency is one of the worst possible gaming experiences for the insurgent team, and not much better for blufor. I have watched it happen on both sides. Blufor watches for activity, comes down on that activity like a ton of bricks, and utterly destroys the insurgents. No fun to be had there for either side. It ranks right up there with bot bashing on Kashan. It is like having a dogfight where one dog is tied to a stake in the center of the ring, but the other dog can go where it wants.
The "Insurgent Centric" viewpoint however, frees up the insurgent team to use ambushes, hit and run tactics, and just about anything else at their disposal to harass and disrupt blufor and keep the game interesting and entertaining for both sides.
A single ammo crate in techies is hardly unbalancing, would give insurgent teams the ability to conduct operations like this without completely raping their team mates by taking away the only way to supply their mortar or recoilless rifle positions, and overall, increase the fun level for both sides. To offset it, remove carry capacity for one soldier to bring the techies in line with hummv's if necessary.
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SGT.MARCO
- Posts: 341
- Joined: 2010-07-08 03:01
Re: Technicals and Ammo Boxes
What if you make caches refuel ammo boxes so they have to stay within 10 metre of the cache to load an ammo box.
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Nixy23
- Posts: 138
- Joined: 2010-07-10 14:55
Re: Technicals and Ammo Boxes
Impossible if the cache is in a location the techy cannot reach.SGT.MARCO wrote:What if you make caches refuel ammo boxes so they have to stay within 10 metre of the cache to load an ammo box.
There are some truths to the feedback in this thread, however it looks like a suggestion to me.
I do also think that it would be hardly unbalanced to give one ammo crate to a techy, even if they keep the 6 seats.
The suggestion of requiring a crewman for an ammotechy is also not quite possible in it's current form. Insurgents cannot request kits, so they cannot request 'crewman' kits' either. However, I like the train of thought.
I've been in plenty of situations where I was on a mortar crew and some random smurf just comes along, steals the ammotechy and flips it, because he has no idea how to drive it (they streer insane! and I'm lovin' it), or go on a carmageddon frenzy and hit APC's and HMMWVs, blowing up in the process. On some maps this is a problem, as the ammotechies do not respawn. On other maps, it isn't much of a problem, as it takes about 5 minutes for one to pop up in main again. In both cases however, it is terribly annoying, and is something that might require some looking into.






