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Posted: 2006-12-12 21:41
by Bodybag2224
How about giving the ammo back to the support kit. That way you are giving an important asset to a limited kit, therefore having a limited amount of moving ammo carriers (infantry that is). Plus the support really needs the ammo, it is one of the kits to run out of ammo the quickest (you guys complain about not enough suppressive fire, it's because we only get 200 rounds and then have to run around looking for an assault person) and would get the support class used more. As it stands, rarely is the support kit ever completely used in a game and this would make for a better "teamwork" strategy. You get more people to lay down suppressive fire, and limit the ammo out on the field.

PS. PLEASEEEEEEEEEEE GIVE THE SUPPORT KIT A PISTOL, DITCH THE KNIFE, THEY (ME) COULD USE IT MORE THEN A KNIFE.

Now in spanish.

Picosegundo. PLEASEEEEEEEEEEE DAN A KIT DE LA AYUDA UNA PISTOLA, ZANJAN EL CUCHILLO, ELLOS (YO) PODRÍAN UTILIZARLO MÁS ENTONCES UN CUCHILLO.

Posted: 2006-12-12 22:10
by JohnnyPissoff
I've never liked the way players treat the transport vehicles as use and ditch. If we made them exclusively rearming spots on vehicle maps, their value would increase to a realistic status. On maps without vehicles, conservation should be the discipline. As far as ammo drops go, in my opinion, they should be used one time per map if used at all.

Posted: 2006-12-12 23:11
by Mongolian_dude
I agree. No ammo bags.
HOWEVER......
Put more Ammo Dumps about the game. Like every CP should have one.

...mongol...

Posted: 2006-12-14 02:38
by Bodybag2224
How bout making an "ammo kit" that is a limited kit guy who is stocked high with ammo (could make bags like "slugs" "grenades" "C4" and so on so one bag doesn't do everything). The kit could replace the riflemans role of ammo replenish and give him more smokies and grenades (flashbangs)? The kit could be ammo support and his gun could be a modification of the M249 SAW (I just found it) M249 Para. Its a modified "assault looking" M249. The kit could have that gun several ammo bags, grenades and a pistol or knife. I personally like the idea of the ammo bags containing different armorments.

Website for the M249 Para http://en.wikipedia.org/wiki/M249
Scroll down a little.

Posted: 2006-12-14 04:05
by fuzzhead
hmmm you guys where are you play where there are riflemen running all over the place???

whenever I play, there is NEVER enough riflemen.... the way you guys are talking, its like rifleman is an abused kit or something.... which is ANYTHING BUT the truth...

look guys, we all know the way ammo works is a bit stupid (getting ammo from ammo, loading rockets from just rifle rounds, etc) BUT, realistically, the riflemen are the staple of any army in the world, and they carry all the extra ammo. NO THE SUPPORT GUNNER DOES NOT. hes already hauling around more than enough ****! The rifleman carries tons of extra mags, extra 203, extra grenades, extra smoke, etc.

Why is it that you guys think rifleman is such a problem??? Usually I have 2 riflemen in my squad, and if we encounter a friendly squad, they are fiending for our ammo, so much that we have to move to a new area so they dont take all our ammo.

I agree however about the transport vehicles, they are used as one-way taxi's, this is retarded. I try to keep the same vehicle alive for an entire round if I can help it... by not driving it directly into a hotspot and by using it as a staging area to launch an offensive and to rally at after the offensive has been carried out.

Posted: 2006-12-14 04:14
by Bodybag2224
Ok if support gets an extra mag (or 2) I think everyone will be happy. Its just that I suggested giving it to support because it's a limited kit. A lot of people are saying how they want to out the ammo. By giving it to a limited kit you don't have as many people as an ammo giver. I still like my idea of having different ammo bags for different types of equipment.

Posted: 2006-12-14 05:05
by eggman
diff ammo bags and ammo types was possible in BF42 but does not appear possible in BF2, otherwise we would have already done it.

Posted: 2006-12-15 01:24
by {9thInf}GunnyMeyer
Well put Fuzz, The basic Grunt carries the ****, that's why in every book written by Grunts or that mention the difference between them and a special MOS the Author tells of how the Grunts have to carry so much s**t. And I agree, putting an extra box of ammo on the support kit would be allowable. Think about it, the basic Grunt carries somewhere around 200-300 rounds of his own and then extra for his crew served weps. Right now the Support kits carry 400 rounds. That is nothing, even counting the fact that the weapon itself weighs a buttload. 1 more box would make sense in my mind. And getting rid of extra ammo would completely rule out extended covert operations in enemy territory.

Posted: 2006-12-28 21:50
by OkitaMakoto
dont remove, in my opinion, its the equiv. of tossing your buddy one of your own clips. hey, buddy, im out! here you go, its my last mag! only... not your last... but its the same concept... and the whole teamwork thing...

plus, why not make another m16 kit have the ammo bag as well a the rifleman? you know? another kit with a similar loadout... so its not just one of the kits that has it... keep the kit that has it now, but maybe make the.. anti personnel kit have an ammo bag... or someone with equipment that wouldnt let the guy just reload his own weapons... so he couldnt go solo with c4 claymores ammo bags...all that... but yeah, just have two kits have ammo bags to make them a bit more common....easy solution, ne?

i rambled...sorry...

Posted: 2006-12-28 23:54
by Blackhawk 5
I like the quality of teamwork, but some unrealistic parts of it is when resupplying an anti tank (SMAW) A rocket that size can not fit inside a bag the length of about a foot. And when you drive over it with say an APC, you automatically get repaired. APC chells and TOW missiles can not fit in a handbag like that.

Posted: 2006-12-29 00:37
by IAJTHOMAS
Mongolian_dude wrote:I agree. No ammo bags.
HOWEVER......
Put more Ammo Dumps about the game. Like every CP should have one.

...mongol...
Or you could just call in supply drops, no one seems to use them ATM. Probably because they take ages to drop.

Posted: 2006-12-29 01:37
by Ferocious_Imbecile
I disagree with this thread;

http://www.youtube.com/watch?v=ssO-5bQmk_M

Lotsa ammo...

Now this is a really excellent idea;
I've never liked the way players treat the transport vehicles as use and ditch. If we made them exclusively rearming spots on vehicle maps, their value would increase to a realistic status. On maps without vehicles, conservation should be the discipline. As far as ammo drops go, in my opinion, they should be used one time per map if used at all
And this is just...funny... "sunnuva ***** this is badass".


http://www.youtube.com/watch?v=CFds4MPbIiE

Posted: 2006-12-29 11:10
by Darkpowder
The ammo bags are essential in my opinion because:-
- They encourage creativity in poisitioning of squads away from CP. and that the rifleman class becomes more important, as technically they should make up the majority of each squad.
- They encourage teamwork, encouraging communication as well as providing assistance to other squads.
- Pre-arranged and commander-led supply drops are woefully inaccurate.

- My only suggestion to improve them would be that they should perhaps be more limited, perhaps with no ability to reload the ammo bags, perhaps only being able to reload at a supply drop or a downed vehicle/copter.

- We need to remember that the SL needs to make an important tactical decision whether to reload and re-arm (by telling his ammo-bag guy to pause, drop their kits and tell his squad to wait around and re-arm)
It has to be balanced against the need for Immediate orders given by a commander for fast attacks of opportunity, as situations change fast, as reloading a squad does halt a rapid advance.

- By all means i support more commander-driven and hence realistic supply simulation, hence my suggestion for removing the "ammo-bag of limitless ammo" scenario we have at the moment.

Posted: 2006-12-29 11:17
by Darkpowder
Mongolian_dude wrote:I agree. No ammo bags.
HOWEVER......
Put more Ammo Dumps about the game. Like every CP should have one.

...mongol...
Ammo dumps i like, however to compliment them they should be destroyable with enough firepower. (New 3D model anyone?) to simulate a semi-permanent emplacement.
I want to see serious fireworks too if an ammo dump is destroyed, hence they would not typically be placed too close to any strategic CP.

Logically that just takes us to the off-target and tactical placement by a battle commander where required.
as far as i can see unless we have the ability to "give" extra equipment from man-to-man the ammo bag basically simulates that you could give extra clips/grenades to a squadmate in the heat of battle.

Of course it doesn't stop some lonewolf noob grabbing the AT ammo essential for your squads carefully planned ambush. :P

Downsides:
<does not reveal a commander tactic so as not to compromise tourney fun>.

Posted: 2007-01-01 00:07
by [3rd]Sonders
the most i ever got was 17 drums for my C9 (SAW) and 6 belts of 200, and that was going into a extremely hostile area in afghan.

i really dont understand the 1 drum already in the SAW, and the 1 extra drum, in game.

in a heated firefight, that would go within 10 min, then your screwed.

On a regular basis i get 5 drums, with 3 belts of 200.

and they should definetly reduce the recoil on the SAW and other AR's

Posted: 2007-01-01 01:45
by Leo
IAJTHOMAS wrote:Or you could just call in supply drops, no one seems to use them ATM. Probably because they take ages to drop.
Or the fact that there is never a commander around

Posted: 2007-01-01 01:50
by Fracsid
The ammo bag is an essential part of the rifleman kit, without it the rifleman kit would never be used, and the developers would be better off replacing it with a different kit. Refilling rpgs and other such weapons from ammo bags isn't very realistic, but light at and heavy at should both get a little more ammo if ammo bags will no longer refill them.

Posted: 2007-01-01 02:16
by Leo
How long does it take to refill something, because recently on Ghost Train it took me three ammo bags and it still didn't reload my c4

Posted: 2007-01-01 02:27
by Fracsid
i think currently ammo bags reload c4, at weps, and bandages much more slowly than they reload magazines, but exactly how much more slowly i don't know

Posted: 2007-01-01 07:10
by [3rd]Sonders
it doesnt make any sence on how it takes so long to refill a weapon or somthing, seeing as how you just need to reach down and pull it out. that shouldnt take 5 min