Remove Rifleman Ammo 'exploit?'

General discussion of the Project Reality: BF2 modification.
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Remove Rifleman Ammo 'Glitch?'

Post by UTurista »

doougl4s wrote: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...I am against removing the ammo pouch.
We're not discussing this.

Zrix wrote: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.
This is the same as assets or limited kits, a new player can man an asset or use a kit and waste it.
MrSherenai wrote: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.
True but in the same way squad leaders always assign a medic to a player, now, they would also be more likely to assign the rifleman role.

The only alternative I see is the action itself, of requesting kits, being limited per crate making it explode after X requests. This with a parallel suggestion of having an additional FOB marker which would say if there is crates or not near the FOB (or even icons for it) would increase the transport/logistics demand which is currently very low (=boring).
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Chuva_RD
PR:BF2 Contributor
Posts: 300
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Chuva_RD »

[R-DEV]K4on wrote:BUMP, need more fancy ideas and input :)

I'm against removing ammo kits and imo the best option is to spawn rifleman with empty bag and to increase amount of ammo so you surely will reload 2 slots in kit.

Since HAT- or LAT-guys too weak or tired or whatever and can't carry more than one round of AT (and even with mate they can take only 2 rockets, spent 6 months in gym for that) I think removing of ammo kits will cause rape from vehicles. This game about infantry for me, and if it can't counteract effectively any shooting boxes game loses fun.

LATs can't destroy fresh APC, HAT can't burn tank in rear and top (what was always like wtf, rear so strong on tanks?), any LAT can't kill uparmored HMWVV (really, wtf, why? Totally not sure what FRAG-6 kit can hold RPG-26 in engine for example). After such revelations I started to order guys to take ammo, specially for AT. If it willn't be possible - sorry, i'm out. From one side weak sneezing AT-soldiers, from other trembling on the severity ammo-guys. What should do SQleader if all war with armor will depend on 1 shot if there are no crate close?
UTurista
PR:BF2 Developer
Posts: 985
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Re: Remove Rifleman Ammo 'Glitch?'

Post by UTurista »

Attention!

Its not removing the ammo kit or ammo pouch.

It is to make the rifleman kit not requestable anymore, which means you can spawn as a rifleman and spam all the ammo you want but you can't get a full squad switching their kits to rifleman, create a pool of ammo and rearm without actually wasting the ammo from the crate.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
_Fizzco_
Posts: 266
Joined: 2009-06-17 12:51

Re: Remove Rifleman Ammo 'Glitch?'

Post by _Fizzco_ »

I don't see this as a bug, its just people requesting kits which im pretty sure have been in the game since day 1 no?

Is this really at the top of priorities? this is hardly game breaking.
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L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Remove Rifleman Ammo 'Glitch?'

Post by L4gi »

I dont think glitch means what you think it means. Something not being the way you like it hardly turns said thing into a glitch...

Its a non-issue, been like that since the start. Why try to cix something that isnt broken and isnt causing issues? There has got to be something more important to "fix".
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: Remove Rifleman Ammo 'Glitch?'

Post by Cossack »

I think its not important/game breaking. So don't see any point removing it.
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=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: Remove Rifleman Ammo 'Glitch?'

Post by =-=kittykiller »

ok, this is an exploit and allows fobs acting as area denial to run indefinatly from a pair of crates.

removing rifleman kit from crates is aa good and simple idea, but i find making a crate take hp damage everytime a kit is requested more elegant.

do this and you wont just have logistics mater at the start of a game, logistics shhould mater more!

in closing, remove kit or make crate take hp damge equal to a % of one full reload
L4gi
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Re: Remove Rifleman Ammo 'exploit?'

Post by L4gi »

Then you run into the problem of who is actually going to run logistics. The few players who do it can already admit its painful enough as it is to drive that slow *** truck for an hour or two, dont need more driving...
Cassius
Posts: 3958
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Re: Remove Rifleman Ammo 'exploit?'

Post by Cassius »

I know about this exploit few people bother.
|TG|cap_Kilgore
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SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

Re: Remove Rifleman Ammo 'exploit?'

Post by SIDEKILL3R »

the supply crates could use more supply storage in general. remove it the old tactic it time to move on
Steeps
Posts: 1994
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Re: Remove Rifleman Ammo 'exploit?'

Post by Steeps »

I am constantly playing as logistics and this would be a pain in the butt for me. If supply crates broke faster than they do now nobody would have supplies. Most maps already don't have a sufficient number of vehicles to properly supply a 50 man team. I know some maps with only one or two logistic trucks per team, which is absolutely silly. Iron Ridge is one example. The rebels get no more than two trucks and you lose one, half your supply is gone. The trucks are super slow and take forever to go on uneven terrain.
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=-=kittykiller
Posts: 282
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Re: Remove Rifleman Ammo 'exploit?'

Post by =-=kittykiller »

removal of rifleman kit from crates, or crate takes a % of damage equal to one reload is a step in the right direction for a mod called "project reality"

some maps may suffer, but this is one of the gamiest features still in the mod and should be adressed.

people might start to think of supply chain rather than stealth fobbing, the battlefield might have more of a front line on maps with lots of assets.

something nobody has adressed regarding the logi trucks, and im just sayin dont bite my head off. What if it auto rearmed like the repair station
The_Admiral
Posts: 25
Joined: 2012-01-26 19:14

Re: Remove Rifleman Ammo 'exploit?'

Post by The_Admiral »

Why don't you just put a timer on requesting rifleman kits so they cannot be spammed for ammo.
Steeps
Posts: 1994
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Post by Steeps »

=-=kittykiller wrote:removal of rifleman kit from crates, or crate takes a % of damage equal to one reload is a step in the right direction for a mod called "project reality"

some maps may suffer, but this is one of the gamiest features still in the mod and should be adressed.

people might start to think of supply chain rather than stealth fobbing, the battlefield might have more of a front line on maps with lots of assets.

something nobody has adressed regarding the logi trucks, and im just sayin dont bite my head off. What if it auto rearmed like the repair station

No because infinite mortar ammo.
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Wheres_my_chili
Posts: 240
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Wheres_my_chili »

Chuva_RD wrote:I'm against removing ammo kits and imo the best option is to spawn rifleman with empty bag and to increase amount of ammo so you surely will reload 2 slots in kit.
Underrated idea of the thread.

Seriously, it would solve all the problems. The rifleman kit would still be requestable, and players would be forced to use the ammo in the crate. If you need the kit for something else (like the shovel) then you could still use it. If you want the bag then you gotta pull it out of the crate.

Not too sure about the increased ammo count per bag tho, that had a whole other bunch of problems.

To be honest though there are other things that break the game way more (like the Brit APC fire rate).
Last edited by Wheres_my_chili on 2015-02-18 08:53, edited 1 time in total.
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: Remove Rifleman Ammo 'exploit?'

Post by fecht_niko »

Leave it as it is.
There are much more important things that are game breaking to fix!
Navo
Posts: 1389
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Re: Remove Rifleman Ammo 'Glitch?'

Post by Navo »

Chuva_RD wrote:I'm against removing ammo kits and imo the best option is to spawn rifleman with empty bag
10/10 Implement this on requested rifleman kits.
sweedensniiperr
Posts: 2784
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Re: Remove Rifleman Ammo 'exploit?'

Post by sweedensniiperr »

Iirc that is not possible as something with bf2 code that forces kits to spawn with their max ammo

i could be wrong ofc
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Navo
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Re: Remove Rifleman Ammo 'exploit?'

Post by Navo »

Well shit
RAWSwampFox
Posts: 531
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Re: Remove Rifleman Ammo 'exploit?'

Post by RAWSwampFox »

Good Morning,

Well, this is going to suck for the transport and truck people as well as for the people who don't have "friends". Both for delivering and receiving supplies. There are no points for these "support" people for what they do. I've gone a full round at times just delivering supplies to the front and by me doing it, it was extremely instrumental in the win and/or the great round. Many people do this as pointed out in this thread. In my opinion, if you want to encourage people to do the boring job of running the "Red Ball Express", give them some kind of points to encourage them.

This whole thing, IMO, will kill mortar squads, no one will want to do it.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
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FOB Thread: http://goo.gl/4PWRAs
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