Get rid of Ammo Bags

Suggestions from our community members for PR:BF2. Read the stickies before posting.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

Sonders have you ever reloaded an AT weapon?

the extra time is simply a placeholder for your character taking off his pack, taking out the extra rounds, putting his pack back on, and then taking out the spent AT round, and placing the new round in the breach while using proper safety procedures.

Same goes for grenades, etc. Explosive rounds are carried with extra safety devices that need to be taken off in order to be fired. These things take time to unwrap and deploy, for good reason, you dont want it detonating while carrying...
Threedroogs
Posts: 404
Joined: 2006-07-20 00:38

Post by Threedroogs »

i'm almost always an ammo equiped rifleman when i play, and i'm CONSTANTLY rearming my entire side. i rarely see too much ammo being thrown around. in fact, it's the opposite...

sometimes i switch to another kit to kill a tank or aircraft or whatever, and i'm almost always searching for ammo within a few minutes (now that i'm not the ammo guy in the squad, no one is...). the ammo guy is as important to the battle as the medic. i think it should stay that way. i consider myself a great rifleman. i constantly rearm my squad, snipers i come across, support gunners i come across, and every RPG and grenidier i can find. i dont like the idea of lone wolf heavy AT being able to rearm themselves at an ammo station. effectively using grenidiers or RPGs or heavy AT requires a lot of teamwork.

one change i would like...i'd like to carry 3 frags instead of 2.
Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!

http://www.youtube.com/watch?v=x3-E3xuQtqI
DirtyHarry88
Posts: 1540
Joined: 2006-12-24 18:41

Post by DirtyHarry88 »

IAJTHOMAS wrote:Or you could just call in supply drops, no one seems to use them ATM. Probably because they take ages to drop.
apparently they are dropped from 100,000ft- this would be the reason they take so long.
{9thInf}GunnyMeyer
Posts: 164
Joined: 2006-08-15 02:31

Post by {9thInf}GunnyMeyer »

While we are on the topic of ammo and classes, I want to bring up the fact that the Grenadier only carries a total of about 8 grenades, combination of smoke and HE. If I were a Grenadier in the Marines or anywhere else I would load up as many of those badboys as possible onto my loadbearing harness, which would probably end up being at least 15. I mean that wouldn't create a balance issue with factions because they would all have that many, and then all the other classes may actually have to pick their targets to take out the feared grenadier, like how Snipers are supposed to work. Pick your targets and it wont be a problem. And right now the Grenadier class is useless as it is woefully inaccurate. I fired one time at a window from about 25 meters away (too close for safety from Shrapnel) and missed horizontally, not due to myself sucking or anything, just that the weapon can't hit anything. So in order to make it an effective weapon on the battle field we need to either make the accuracy realistic (point target accurate to 150 meters, area target to 350) or up the ammo so that we may be able to hit the target by chance and sheer HE output.
[3rd]Sonders
Posts: 168
Joined: 2006-04-10 01:14

Post by [3rd]Sonders »

'[R-DEV wrote:fuzzhead']Sonders have you ever reloaded an AT weapon?

the extra time is simply a placeholder for your character taking off his pack, taking out the extra rounds, putting his pack back on, and then taking out the spent AT round, and placing the new round in the breach while using proper safety procedures.

Same goes for grenades, etc. Explosive rounds are carried with extra safety devices that need to be taken off in order to be fired. These things take time to unwrap and deploy, for good reason, you dont want it detonating while carrying...

im talking about the SAW. its a simple procedure that takes about 4-5 seconds.


agreed, the AT should take long, but that wasnt what i was talkig about. sorry if i misslead you.
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

Threedroogs wrote: i consider myself a great rifleman. i constantly rearm my squad, snipers i come across, support gunners i come across, and every RPG and grenidier i can find. i dont like the idea of lone wolf heavy AT being able to rearm themselves at an ammo station. effectively using grenidiers or RPGs or heavy AT requires a lot of teamwork.
Great sentiments Pygar, feel free to join my squad anytime, its players like you which this mod is perfect for.
[PR]RFAD|Darkpowder.
Daedal-Rogue
Posts: 69
Joined: 2007-01-02 21:48

Post by Daedal-Rogue »

I normally play medic, tend to get into the fight, but if someone is hurt I grab my med bag and try to heal them if I see it, I have had people follow me around and shout they need a medic but I don't actually see them so I don't realize they need healing until they get my attention some how. On the issue of ammo I was on a server last night and I ended up holding off a squad on my own as a medic by just dumping rounds into the area they kept trying to step out and hit me from, I ended up shooting 2 guys and my squad wiped them out after I got shot, I was out of ammo in short order though. I think 5 Mags total for a medic is kinda low, cause 1 in the breach and 4 carried just isn't enough as is. Even single shot with the m16 I was out of ammo in another game just cause I wasn't getting killed from the position I was in.

I think the ammo bags are good if people use them, like the whole medic class, don't see many revive many people most of the time I'm on, think people take it just to heal themselves more than revive squadmates.
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

Yes Daedal, its called suppressive fire, one shot every two seconds or so right on where an enemy is about to, or has repeatedly popped out from will certainly make a mess of an unorganised squad. Nicely played.

You will find that players are rather unwilling to pop their head out, but not so unwilling as RL if rounds are impacting close to where their head will pop up. 1 round per 2 seconds will hold people off for some while, and make your aimed shots a lot more controllable. Its all too easy to tell when people are reloading, then you are in trouble.

Medics according to the geneva convention are only viable targets if they are armed, but usually the mistake people make is not providing covering fire for medics or just medics not using their smoke for revives of large groups.

(just another random bit of trivia)
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