Remove Rifleman Ammo 'exploit?'

General discussion of the Project Reality: BF2 modification.
Ranzpirat
Posts: 225
Joined: 2012-11-11 23:54

Re: Remove Rifleman Ammo 'Glitch?'

Post by Ranzpirat »

Frontliner wrote: 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.
As I consider this way more "glitchy" (no offense) than using ammo crates to rearm riflemen kits, I dont see the need why this kit has to be changed yet? I dont think I fully understand why this behaviour is beeing discussed/needs to be changed for the upcomming release.

Maybe I'm just standing on the hose. :(
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YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: Remove Rifleman Ammo 'exploit?'

Post by YAK-R »

Naw, the crates break anyhow eventually, especially with smurfs spawning on the fobs
=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: Remove Rifleman Ammo 'exploit?'

Post by =-=kittykiller »

by far the simplest and most elegant solution is

all tows/AA spawn without ammo and a supply crate takes a % of damage equal to one full reload per kit requested.

this solves all the issues and for anyone bitching about supplys, perhaps the fobs outta be built in a chain.
Jutsch
Posts: 342
Joined: 2014-04-22 14:54

Re: Remove Rifleman Ammo 'exploit?'

Post by Jutsch »

=-=kittykiller wrote:by far the simplest and most elegant solution is

all tows/AA spawn without ammo and a supply crate takes a % of damage equal to one full reload per kit requested.

this solves all the issues and for anyone bitching about supplys, perhaps the fobs outta be built in a chain.
This wouldn't solve any problem if there was one
=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: Remove Rifleman Ammo 'exploit?'

Post by =-=kittykiller »

Jutsch wrote:This wouldn't solve any problem if there was one
the problems of stealth TOWS secret AA and rebuilding mortars to get infinite ammo are real
dont just reply with a dumb one liner,

this is a minor change, but a solid one, the issue is the interaction between the rifleman kit and deployables/LAT/HAT

drive truck drop 2 crates, build tow, get thermals, infinite ammo, profit
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: Remove Rifleman Ammo 'exploit?'

Post by Gosu-Rizzle »

For the people saying that it would cause problems on a specific map, that could easily be balanced. Either by adding an extra supply truck on that map, OR by giving the crates more HP in general.
However, i agree with kitteykiller, i think supply should be more important, something you need to think of before you build a super secret FOB behind enemy lines. As it is now you have unlimited ammo and kits from just 1 trip trough enemy lines (if you use this well known glitch) If crates die after, say 15 requested kits (and it should be ALL kits imo, not just rifleman) it would force SL's and teams to think a bit more about how they can keep resuplying their FOBs, and how they protect their supply lines. Something that would be good for gameplay IMO.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Remove Rifleman Ammo 'exploit?'

Post by Nightingale »

Are you people really arguing that this will make mortars too underpowered?

Mortars are the most broken and unbalanced thing in the game right now. You don't need ANY crates as long as you have the officer's radio around to rebuild and rebuild the mortars.

Devs, go ahead and patch it out. It's just a minor alteration to gameplay, but it is an improvement to PR nonetheless if you cannot get infinite ammo from 1 medium supply crate.
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Portable.Cougar
Posts: 1192
Joined: 2007-03-03 01:47

Remove Rifleman Ammo 'exploit?'

Post by Portable.Cougar »

With the pace of PR being what it is I do not see this to be an issue.

I vote to keep the rifleman kit as is.

I have a hard enough time keeping ammo in a squad with the current methods.
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Chuva_RD
PR:BF2 Contributor
Posts: 300
Joined: 2013-03-30 18:51

Re: Remove Rifleman Ammo 'exploit?'

Post by Chuva_RD »

The_Admiral wrote:Why don't you just put a timer on requesting rifleman kits so they cannot be spammed for ammo.
+1 azazazaza
Portable.Cougar
Posts: 1192
Joined: 2007-03-03 01:47

Post by Portable.Cougar »

That timer already exists
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Megagoth1702
Posts: 510
Joined: 2009-01-31 20:19

Re: Remove Rifleman Ammo 'exploit?'

Post by Megagoth1702 »

Is it possible to do spawn a rifleman kit WITHOUT "ammo" in the ammo bag so that you have to stand next to the supply crate and "rearm" an ammo bag? Kind of "set magazine = 0". I don't know how weapon code works in PR.
Spec
Retired PR Developer
Posts: 8439
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Re: Remove Rifleman Ammo 'exploit?'

Post by Spec »

Probably not. At least it wasn't figured out so far.
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Remove Rifleman Ammo 'exploit?'

Post by Roque_THE_GAMER »

what about make the ammo bag work like the medic bag? but have a ammo count ta he can give to others if he aim and cannot load on buildings so he actually have the job to reload the things?
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

I'm for decreasing ammo in the crates. Trans gets bored too much. But for what ever reason... people exploit glitches too much.
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Arduras
Posts: 54
Joined: 2015-02-14 01:01

Re: Remove Rifleman Ammo 'exploit?'

Post by Arduras »

Tbh you need two crates to do anything and ammo crates are unnecessary atm (redundant with large crates) so I'd like to see the rifleman ammo kit function like the medic kit. Ammo crates could be necessitated by
this simple act because the rifleman can't be exploited (no longer throwable)

As long as people can't request riflemankit after kit after kit (deplete ammo bag and just get a new kit)
it's not exploitable.

edit: and maybe make the large supply crates supply less ammo, I'm not sure how much the supply atm but
at the very least the rifleman would have to essentially "Carry the ammo" to whatever and then supply it.
re-arming himself every other run if it's a mortar or the like - I think these changes would greatly help the pacing of
FOBs and even just supplies in general. Nobody asks for ammo crates or anything it's always just put a fob and then
never run out unless it's destroyed. I don't necessarily agree with having everything so readily available on what's supposed to be the front lines. Getting ammo/supplies to the troops should be fun, not a request every 5 seconds for the first part of the game and then maybe one request every like half hour or hour if one gets destroyed.

tldr: Make it so you can't request rifleman kit constantly (even if it's only a 2 min delay) and change their ammo bag
to a style similar to medic bag. Reduce supply of large crates or reduce the rate at which they are obtained/how many
are available in order to give ammo crates more "value" and increase "supply line" play.
Last edited by Arduras on 2015-02-21 06:16, edited 1 time in total.
IMI-GALIL.223
Posts: 110
Joined: 2009-08-23 16:43

Re: Remove Rifleman Ammo 'exploit?'

Post by IMI-GALIL.223 »

I think large crates should only be used to build and request kits. Then ammo crates should be used to, well, just re-supply ammo. Add 1 or 2 ammo crates to a supply truck or trans chopper. This will keep the logistics crew busy and happy supplying ammo crates, and large crates for building. Do away with rifleman ammo bags or just severely nerf them.
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Remove Rifleman Ammo 'exploit?'

Post by PatrickLA_CA »

Portable.Cougar wrote:With the pace of PR being what it is I do not see this to be an issue.

I vote to keep the rifleman kit as is.

I have a hard enough time keeping ammo in a squad with the current methods.
With less ammo being available to be "spawned", the methods will change. More teamwork will be required and logistics will become more important.

I would also like to see the number of magazines lowered because you almost never ran out of ammo.
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Megagoth1702
Posts: 510
Joined: 2009-01-31 20:19

Re: Remove Rifleman Ammo 'exploit?'

Post by Megagoth1702 »

PatrickLA_CA wrote:[...]

I would also like to see the number of magazines lowered because you almost never ran out of ammo.
Depends on your firefight style and life span. In a proper firefight with good suppression you can realy run through ammo quickly. Watch dbzao's videos and check his magazine count, often it's rather low because he is doing proper agressive shooting. If you only pop at stuff you see at a very low ROF no wonder you have plenty of ammo. :)
Arduras
Posts: 54
Joined: 2015-02-14 01:01

Re: Remove Rifleman Ammo 'exploit?'

Post by Arduras »

IMI-GALIL.223 wrote:I think large crates should only be used to build and request kits. Then ammo crates should be used to, well, just re-supply ammo. Add 1 or 2 ammo crates to a supply truck or trans chopper. This will keep the logistics crew busy and happy supplying ammo crates, and large crates for building. Do away with rifleman ammo bags or just severely nerf them.
I agree with this, mostly. Every kit in PR has something useful.
Right now their ammo bag is only used to give medics epi-pens in the heat of battle (and only once.)
I'd like to see them have a bag they can set down and pick up (similar to breacher hook)
The bag itself would have an ammo value (replenished at ammo crates) similar to the current bag.

Being able to place/pick up the ammo bag would be much nicer instead of throwing it somewhere and
the tiny bag either being invisible or giving ammo to the wrong person (since it doesn't hold much, ex. you just
denied the medic much needed epi-pens.) Right now the rifleman carries this tiny bag around, throws it once and
gives out a couple mags or pens and then that's the end of the rifleman. A breacher, medic, AR, etc all have prolonged
uses (Suppression, Healing, scouting/traversing terrain)

Nobody really wants to be the rifleman because usually the squad is dead before they're out of ammo (or they conserve it
properly with single-fire at medium range and never need the rifleman for anything other than the one-time epi-pen)
Everyone wants to feel important, part of the team. Every other kit brings something useful long-term.

TDLR: I agree with the crates, rifleman could use a change but shouldn't be nerfed.
Last edited by Arduras on 2015-02-22 21:09, edited 1 time in total.
Reason: added TLDR.
Unarmed Civilian
Posts: 135
Joined: 2010-04-10 08:51

Re: Remove Rifleman Ammo 'Glitch?'

Post by Unarmed Civilian »

[R-DEV]Mats391 wrote: 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.
Simple solution: Whenever a soldier is in fact "re-armed", that is, gets more ammo from the crate, a symbol flashes on the right lower side of the screen. So, like vehicles get a monkey-wrench symbol while repairing, why not let infantry get the re-arming symbol constantly while near a supply crate that still has ammo on it?
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