reduce amount of mags for better teamplay

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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

reduce amount of mags for better teamplay

Post by M_Striker »

Now, this suggestion depends (i guess) on how "realistic" or not this is, but I think if we reduce the amount of ammunition magazines a soldier carries, we would see more conservation of ammo, and more use of the rifleman class. Right now, the only reason one would pretty much pick rifleman, is if there was an AT guy in the squad. admit that you've almost never run out of ammo before. It would be cool, if you actually did once in a while.

Also, to add on to this, I dont think rockets should be able to be replenished by the ammo bags the rifleman carries... A rocket.. from that tiny bag? lol. Anyways, I say make rockets only "replenishible" through weapon caches, and supply crates. This would stress the whole "supply lines" factor in the game.

What do you think.
ArmedDrunk&Angry
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re: reduce amount of mags for better teamplay

Post by ArmedDrunk&Angry »

I don't think I have ever run out of rifle ammo and I agree that ammo bags should just replenish rifle ammo, grenades and med paks.
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Outlawz7
Retired PR Developer
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re: reduce amount of mags for better teamplay

Post by Outlawz7 »

http://uk.youtube.com/watch?v=AF21sihEgOU[/youtube]

And no. I already find myself out of ammo most of the time, when I don't get shot for 5 minutes or so.
Don't really see how this would 'improve teamplay', I can have teamplay with everyone armed to teeth or everyone carrying a fist full of bullets.
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M_Striker
Posts: 513
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re: reduce amount of mags for better teamplay

Post by M_Striker »

Outlawz wrote:http://uk.youtube.com/watch?v=AF21sihEgOU[/youtube]

And no. I already find myself out of ammo most of the time, when I don't get shot for 5 minutes or so.
Don't really see how this would 'improve teamplay', I can have teamplay with everyone armed to teeth or everyone carrying a fist full of bullets.
I cant see the youtube video... it doesn't even show up, and when i say it would promote teamplay, i mean, more rifleman, more dependent on other people, and more supply lines.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

re: reduce amount of mags for better teamplay

Post by Scot »

I run out of ammo a fair bit, and personally Rifleman with scope is my favourite kit, no kit is better. Also due to engine limitations I believe any ammo source eventually you will get rockets from it, you can't pick and choose(not sure though) but I'm pretty sure the military advisers have said how much ammo you can carry.
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

re: reduce amount of mags for better teamplay

Post by Mora »

M_Striker wrote:I cant see the youtube video... it doesn't even show up, and when i say it would promote teamplay, i mean, more rifleman, more dependent on other people, and more supply lines.
Here you go
Only post the code like this: [Youtube.]AF21sihEgOU[./Youtube]
NYgurkha
Posts: 1545
Joined: 2006-12-01 00:12

re: reduce amount of mags for better teamplay

Post by NYgurkha »

i run out of ammo a lot, but i just think that i'm too trigger happy.

Plus the idea of ammo from the rifleman is that, the rifle man himself is carrying extra ammo for the AT man. Ammunition is spread across the squad. Its just hat we cant model soldiers handing out AT ammo to each other.
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

re: reduce amount of mags for better teamplay

Post by M_Striker »

Lol, magazines, clips.. picky... :-)
Rudd
Retired PR Developer
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re: reduce amount of mags for better teamplay

Post by Rudd »

its important to mention that the ammo bag is only a representation, they tried doing a kind of 'spare rocket' system, but it wouldn't work afaik as it wouldn't just reload ammo Y, but ammo X as well.

as far as I stand, if there aren't ppl needing ammo, then they ain't SHOOTING ENOUGH!
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Tirak
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Joined: 2008-05-11 00:35

re: reduce amount of mags for better teamplay

Post by Tirak »

AutoRifleman who are used by their SLs for suppressive fire will also run out of ammo very quickly, and ever since the removal of the AutoRifles ammo bags, he is nolonger self sufficient, any squad with the AutoRifle Kit should have an Ammo Rifle if for no other reason than to keep him supplied.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

re: reduce amount of mags for better teamplay

Post by Sadist_Cain »

interesting this cos itd have the opposite effect, everyone would be trying to be leet snipers with one shot kills, whereas really in warfare youre shitting bricks and you just wanna pull that trigger and get more lead going in the direction of your enemy rather than you, which is exactly what I make my sms do :P
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baptist_christian
Posts: 266
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re: reduce amount of mags for better teamplay

Post by baptist_christian »

M_Striker wrote:Now, this suggestion depends (i guess) on how "realistic" or not this is, but I think if we reduce the amount of ammunition magazines a soldier carries, we would see more conservation of ammo, and more use of the rifleman class. Right now, the only reason one would pretty much pick rifleman, is if there was an AT guy in the squad. admit that you've almost never run out of ammo before. It would be cool, if you actually did once in a while.

Also, to add on to this, I dont think rockets should be able to be replenished by the ammo bags the rifleman carries... A rocket.. from that tiny bag? lol. Anyways, I say make rockets only "replenishible" through weapon caches, and supply crates. This would stress the whole "supply lines" factor in the game.

What do you think.
the 2nd idea is reasonable, but the first one is, well, pretty unrealistic. ammo in the field is expendable and is treated as such. in fact, to my knowledge soldiers carry a lot more ammo in the field, up to 1,500 rounds if they're using 5.56MMx45MM NATO ammunition. the point of combat is to maintain "fire superiority" where your squad is putting more lead down range than the guys shooting at you.
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

re: reduce amount of mags for better teamplay

Post by M_Striker »

baptist_christian wrote:the 2nd idea is reasonable, but the first one is, well, pretty unrealistic. ammo in the field is expendable and is treated as such. in fact, to my knowledge soldiers carry a lot more ammo in the field, up to 1,500 rounds if they're using 5.56MMx45MM NATO ammunition. the point of combat is to maintain "fire superiority" where your squad is putting more lead down range than the guys shooting at you.

yes, that's what I meant by, "I guess this depends on whether or not this is realistic."

Maybe for a gameplay cause instead.
Waaah_Wah
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re: reduce amount of mags for better teamplay

Post by Waaah_Wah »

baptist_christian wrote:the 2nd idea is reasonable, but the first one is, well, pretty unrealistic. ammo in the field is expendable and is treated as such. in fact, to my knowledge soldiers carry a lot more ammo in the field, up to 1,500 rounds if they're using 5.56MMx45MM NATO ammunition. the point of combat is to maintain "fire superiority" where your squad is putting more lead down range than the guys shooting at you.
Are you sure about that part...?
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Thermis
Retired PR Developer
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re: reduce amount of mags for better teamplay

Post by Thermis »

baptist_christian wrote:to my knowledge soldiers carry a lot more ammo in the field,.
It depends on your Unit in the field and your commander. A friend of mine who has been deployed twice as a dismounted armor company commander required at the very least for his troops to carry 6 mags out the gate with another 6 in there pack which they would leave with there Humvee some carried more.
Now Since IRL we are fighting a non-conventional war and in-game we are fighting a theoretical conventional war save the insurgent maps. I think most guys would be carrying as much ammo as they could stand to have on there backs. Personally I find myself out of ammo all the time because we use suppressing fire with my squad to cover advances.
If you take away the Ammo bags ability to replenish rockets then I think you should decrease the time it takes to rearm at Humvee, firebase, bunkers, ect. So in a pinch a guy could run back to your Humvee grab one in a couple seconds and run back.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

re: reduce amount of mags for better teamplay

Post by Tirak »

How many times are we going to have to repost these vids, we should sticky them.

It's at the 1:50 mark.
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Ironcomatose
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re: reduce amount of mags for better teamplay

Post by Ironcomatose »

Dr2B Rudd wrote:as far as I stand, if there aren't ppl needing ammo, then they ain't SHOOTING ENOUGH!
Hell yes!!! SUPPRESSIVE FIRE FTW!! :twisted:

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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

re: reduce amount of mags for better teamplay

Post by ReadMenace »

baptist_christian wrote: In fact, to my knowledge soldiers carry a lot more ammo in the field, up to 1,500 rounds if they're using 5.56MMx45MM NATO ammunition.
Okay.. You understand that the vast majority of that ammunition would be loose in an ammo can, or on stripper clips, not in magazines.

In the current conflict the US is in, there has been a trend towards less ammunition being carried on ones person, as soldiers already loaded with bulky armor and other equipment while still expected to pursue targets on foot through built-up areas.

-REad
Tirak
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re: reduce amount of mags for better teamplay

Post by Tirak »

Source?
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

re: reduce amount of mags for better teamplay

Post by Tartantyco »

-I would like to state that Suppressive Fire is not the same as Rambo Fire; you do not put your rifle on full auto and unload a cl..errr, magazine at your target, semi-auto is still what you should be using. A better word to use would actually be sustained fire as that is the objective, to keep firing at the enemy position with enough frequency that they are unable or unwilling to return fire. If you find yourself using your rifle on full auto chances are you're wrong.

-Now, onto the thread topic. There are several good reasons why the amount of cl..magazines should be reduced.

1: Proportionality. The scale of PR vs. RL is not proportional and so in order to simulate reality things must be reduced in PR. RL conflicts have a much longer duration and more manpower than a PR conflict and so things must be scaled down in PR to be proportional to RL.

2: Teamwork. When I play as CO/SL/Pilot I always try to keep my team/squad supplied but I rarely see this in others. AT soldiers can't get enough ammo to take out armor because no one cares about supplying their team/squad until they're in a large firefight with their ammo dwindling rapidly, they don't think about supply routes or resupply caches, it's pointless to them because they have 9 cl..magazines and the AT guy doesn't say anything until he's out of ammo. Lowering the amount of ammunition people carry would mean that players would start to take logistical issues seriously and have to integrate that into their plan in order to be successful. It would also reduce rushes as people would have to resupply before moving on. A new layer of strategy and tactics would be introduced to the game and support classes would be more important.
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