Remove Rifleman Ammo 'exploit?'

General discussion of the Project Reality: BF2 modification.
K4on
Retired PR Developer
Posts: 5055
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Remove Rifleman Ammo 'exploit?'

Post by K4on »

Hey guys,

many of you know the tactic of requesting a rifleman kit, and throwing the ammo to the crate just to pick up the old kit again. So you can get way more ammo out of the crate than supposed to.
People came up with the idea to just remove this exploit by making the rifleman kit not requestable anymore.

1. Do you think that's worth it? If you do not agree, do you have an alternative solution for the described issue above?

2. Do you believe the supply crates could use more supplystorage in general?


Let us know what you think.
Cheers!
Last edited by K4on on 2015-02-17 20:54, edited 5 times in total.
Reason: l4gi professionalism
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: Remove Rifleman Ammo 'Glitch?'

Post by PlaynCool »

Hey, why not the requestable rifleman kits be without ammo ?
Forgive my bad English... :?
JTtheOKIE
Posts: 215
Joined: 2012-04-10 00:45

Re: Remove Rifleman Ammo 'Glitch?'

Post by JTtheOKIE »

I'm confused, I haven't heard of this glitch. So you throw the ammo bag at the crate?

One thing I would like to see is mortars being automatically re-armed by nearby crates, if that's possible.
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Zrix
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Zrix »

In my opinion, the problem lies in that the crate blows up when it runs out of ammo. So just because someone(a fresh player that doesn't know better for example) reloaded some weapons, everyone else is now unable to request kits or rebuild that AA. The ideal situation would be if it could just run out ammo but remain available for requesting and building, but I assume that that isn't doable.

If you removed the ability to request roflman kits it would just lead to more FOBs without crates. The game is designed around being able to request kits, so you'd basically remove half the kits from the game since they're then very hard to obtain in the field.

As I see it, either;
- Leave it as it is.
- Give the crate more ammo. It's the same as the above option, except then the "infinite crate" wouldn't be reserved for veterans that know all these special tricks.
- Completely separate ammo crates from building supplies.

Yes, there is the whole supply chain aspect of it, but if that mechanic worked as intended in public games we wouldn't have to request roflmans in the first place.



Edit;
JTtheOKIE wrote:I'm confused, I haven't heard of this glitch. So you throw the ammo bag at the crate?

One thing I would like to see is mortars being automatically re-armed by nearby crates, if that's possible.
Actually, you'd preferably throw it away from the crate and just use the ammo bag. Then you're not using the crate at all, instead of half-using it like when the bag is next to the crate.
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CR8Z
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Re: Remove Rifleman Ammo 'Glitch?'

Post by CR8Z »

Why not leave it as is AND add more ammo to the supply crate? It goes fast enough.
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Mats391
PR:BF2 Lead Developer
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Mats391 »

I would like to see it removed. It makes logistics less important as any potent squad has almost infinite ammo these days.
We could make the crates stay when they run out of ammo, but that would be confusing as they look just the same as a full one.
Keeping a outpost supplied is one of the main strategical elements in this game. So lets give the trans pilots and truck drivers their job back :)
Spook
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Spook »

Giving crates more ammo would still end up in people grabbing rifleman kits because its faster to reload from an ammo bag than from a crate.

Making a crate stay after its out of ammo would make people 'force' to grab riflemen to be able to rearm at all.

I'd say remove rifleman from request menu since its extremely rare that you ever need to request these + the possibility of them lying next to crates because other players took other kits is always high. I rarely remember ever grabbing riflemen from crates to actually use them instead just for ammo. Usually I always just spawn in with them from the beginning if they are needed.

Also increase crates ammo storage slightly but not too much, so trans has still something to do as mats said.
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MrSherenai
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Re: Remove Rifleman Ammo 'Glitch?'

Post by MrSherenai »

If you cant request rifleman kits and your squad does not have one you cant maintain stationary assets or mortars untill someone of you died and respawned with a rifleman kit. Doesnt make too much sense IMO.
K4on
Retired PR Developer
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Re: Remove Rifleman Ammo 'Glitch?'

Post by K4on »

The ideal situation would be if it could just run out ammo but remain available for requesting and building, but I assume that that isn't doable.
that does work with the code, IIRC. could someone check that out?
otherwise Ill do tomorow.

If you cant request rifleman kits and your squad does not have one you cant maintain stationary assets or mortars untill someone of you died and respawned with a rifleman kit. Doesnt make too much sense IMO.
hence why I'm making this thread.
Frontliner
PR:BF2 Contributor
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Frontliner »

JTtheOKIE wrote:I'm confused, I haven't heard of this glitch. So you throw the ammo bag at the crate?

One thing I would like to see is mortars being automatically re-armed by nearby crates, if that's possible.
Crates rearm by having a certain value of points available to restock players nearby. If you request a Rifleman from the crate instead of standing next to it, you can drop the ammo bag elsewhere and rearm yourself that way without depleting the crate at all.


If you ask me, I'm against it, as the only time it really comes into play is for mortars, and those can rearm themselves infinitely by first removing them when empty, then deploying them back. But if you run an outpost that deals with area denial(meaning TOW/AA/HMG), you're not gonna run out of ammo ever so it doesn't make sense.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
sweedensniiperr
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Re: Remove Rifleman Ammo 'Glitch?'

Post by sweedensniiperr »

This is my solution:
Ammo crate.
Kit crate - which is also used for fob building. Can't resupply ammo from it and can't request rifleman kit.
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Mats391
PR:BF2 Lead Developer
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Mats391 »

[R-DEV]K4on wrote:that does work with the code, IIRC. could someone check that out?
otherwise Ill do tomorow.
That is doable as i said above, but comes with drawback that you cant see if a crate is full or empty.

Another option would be to make crates lose health every time you request a kit. That would simulate you using up some of the storage by taking the equipment. Sadly we cant modify the ammo storage directly, so doing it via HP would be only option.
Gosu-Rizzle
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Gosu-Rizzle »

[R-DEV]Mats391 wrote:That is doable as i said above, but comes with drawback that you cant see if a crate is full or empty.

Another option would be to make crates lose health every time you request a kit. That would simulate you using up some of the storage by taking the equipment. Sadly we cant modify the ammo storage directly, so doing it via HP would be only option.
The HP thing sounds perfect imo! Its the most intuitive (and realistic) and it makes logistics as important as it should be. And this way it would stll be possible to rearm your mortars, TOW, etc by requesting a rifleman kit when needed :-)
fatalsushi83
Posts: 551
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Re: Remove Rifleman Ammo 'Glitch?'

Post by fatalsushi83 »

I like this idea of requesting kits depleting the ammo box. Sounds like the most elegant solution and makes sense since you're basically taking equipment out of the box when requesting a kit.

Also, is it possible to fix that weird quirk that allows you to get more from an ammo bag when you're further away from it? If you sit directly on it, it'll disappear even before you can rearm a LAT but staying about a meter away works for some reason.

And one suggestion: Would it be possible to make it so that you have to hold the "use" key to get stuff from boxes and ammo bags? Sometimes in a confined area a rifleman will throw down a bag for the LAT guy only to have it depleted by some other guy who is standing nearby. And sometimes you want to swap kits at a crate but it explodes because it tries to automatically rearm your current kit before you request a new one. It could say "rearming" in the HUD when you hold the use key so that you're only sucking up ammo when you really need it.
Last edited by fatalsushi83 on 2015-02-17 03:28, edited 2 times in total.
Frontliner
PR:BF2 Contributor
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Frontliner »

fatalsushi83 wrote:Also, is it possible to fix that weird quirk that allows you to get more from an ammo bag when you're further away from it? If you sit directly on it, it'll disappear even before you can rearm a LAT but staying about a meter away works for some reason.
That's a myth. The ammo bag runs on a concrete amount of points which will be used to replenish every part of your equipment that has been used up, the points necessary for each slot in your kit are set to 100, evenly distributed among the magazines, grenades, etc. . If you use up your grenades, your LAT and your patch for example, you've used up way more than an ammo bag can replenish, in this case the only thing you're getting out of the ammo bag is 1 grenade unless you have one of the LATs that have 2 shots(LAW, RPG7):
175(amount of points in one ammo bag)/3(types of equipment that aren't full)=58 points per slot.

Grenades 100/2=50 per grenade
LAT 100/1(2)=100/50 per shot
Patch 100/1= 100 per patch

You can afford to throw 1 grenade and use 1 or 2 magazines depending on whether you have 7(G3) or 9(most other rifles) total.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Geronimo
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Geronimo »

Beeing able to request the rifleman kit from a crate is important for me. Sometimes one of my squadmates takes a LAT/HAT/AA to take out a nearby asset and I go with him with a rifleman for a second shot, leaving my old kit behind.

Frontliner wrote:-snip-
The ammobag only has 110 "points", not 175. They changed that in one of the last patches.
Last edited by Geronimo on 2015-02-17 16:12, edited 3 times in total.
doougl4s
Posts: 10
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Re: Remove Rifleman Ammo 'Glitch?'

Post by doougl4s »

There are other utilities for ammo pouch of rifleman kit. You can not provide ammunition for the assets (mortars, HMG, TOW, etc.) if it is removed. Provide ammunition for a stealth squad will be impossible, since it will need a helicopter or logistics truck for it. I am against removing the ammo pouch.
K4on
Retired PR Developer
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Re: Remove Rifleman Ammo 'Glitch?'

Post by K4on »

1. Now, would you agree to remove this glitch by making the rifleman kit not requestable anymore?
- if not, do you have an alternative solution for the described issue above?
BUMP, need more fancy ideas and input :)
Tankbuster28000
Posts: 62
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Tankbuster28000 »

The only issue I see when removing rifleman kit is when you are in mortars.
So if the supply crate would automatically resupply mortars/TOW/AA, I would not mind seeing them removed.
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