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Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-26 15:46
by viirusiiseli
Keep it as it is, there's probably more pressing issues to "fix" than this.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-27 08:44
by Arduras
Just because there may be more pressing issues (such as scoped tandem RPG drop o.o)
doesn't mean stuff like this should be ignored..
If anything fix a bunch of little things like these at once and improve the overall
quality of the mod ^^"
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-27 08:51
by mat552
matty1053 wrote:Trans gets bored too much.
I'd rather trans be bored than be out pissing away tickets. Now if we did away with
that awful gameplay concept, then we could talk about how best to increase dependency on supply lines.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-27 17:02
by _Fizzco_
Like there already isn't a huge dependancy on supply lines?
Which team do you think is going to win, the team with 2-3 fobs set up nicely or the team with none?
I've seen so many games where people don't build fobs and get horribly rekt. If people are having trouble building fobs in the games current setting whats it going to be like if you make it even harder to get supplys, etc etc.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-27 20:31
by Arduras
_Fizzco_ wrote:Like there already isn't a huge dependancy on supply lines?
Which team do you think is going to win, the team with 2-3 fobs set up nicely or the team with none?
I've seen so many games where people don't build fobs and get horribly rekt. If people are having trouble building fobs in the games current setting whats it going to be like if you make it even harder to get supplys, etc etc.
We're not saying make it harder to get supplies, we're talking about removing a silly exploit.
I'd rather see Trans actually doing something then sitting in main for 45 minutes, even if it's
just dropping the odd ammo crate or FOB Crate.
News flash, the whole team pisses tickets away, not just Trans - especially newbie inf
squads and apc squads that don't know what they're doing. Try to have fun~
Posted: 2015-02-27 21:09
by REDFOX1916
You learn something new everyday,i think thats cool.theres nothing worse than spawning at a fob with no crates
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-27 23:56
by fabioxxxx
i am against removing anything from PR...
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-27 23:56
by piepieonline
Quick response to a couple of previous posts:
A. Spawning with anything less than full ammo is hardcoded.
B. Using the ammo bag like the medic bag would mean that it can't run out of ammo, which obviously isn't reasonable.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-28 01:48
by Arduras
[R-DEV]piepieonline wrote:Quick response to a couple of previous posts:
A. Spawning with anything less than full ammo is hardcoded.
B. Using the ammo bag like the medic bag would mean that it can't run out of ammo, which obviously isn't reasonable.
Awe damn.
Maybe make it so the rifleman re-arming his ammo kit takes the respective "ammo" from
the crate (instead of supplying "extra") so it would defeat the purpose of the exploit in
the first place.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-28 02:04
by Rhino
Arduras wrote:Awe damn.
Maybe make it so the rifleman re-arming his ammo kit takes the respective "ammo" from
the crate (instead of supplying "extra") so it would defeat the purpose of the exploit in
the first place.
Not possible.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-28 04:33
by Gen.Aladeen002
Nahhh it's all good
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-28 17:31
by Arduras
Gen.Aladeen002 wrote:Nahhh it's all good
It's pretty annoying when a squad leader tells the whole squad to run rifleman and spam
kits (leaving kits all over the ground and later confusion on who owns what kit) just so they
have ammo without "exploding the crates" It defeats the entire purpose of the crates, it's
time consuming at times, and it breaks immersion.
I hope we can figure something out, at any rate. If it means the rifleman doesn't carry
ammo then so be it, maybe give them a few extra patches / magazines so they're still
helpful to their squad somehow.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-02-28 21:27
by SANGUE-RUIM
leave it as it is
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-03-01 03:31
by TOWtotheHEAD
If there's going to be any changes just make it easier not harder to get fobs up and keep them standing. It's already difficult at times. There's a common problem with new/bad players or 'recon' guys and the like taking away the logi trucks far behind enemy lines or out to the middle of nowhere for their own personal transport or just driving them straight to marked enemy APCs and they take these trucks because it's a long walk from main BECAUSE there's no fobs up. We don't want to make it easier for these kind of players to ruin a game, especially when there's no admin on to deal with it. Even when there is an admin on the truck usually still gets ditched far from where it's needed then to recover it can be a real pain sometimes.
PR also has less players that actively try to maintain enough good fobs whenever they get the chance. Crates that don't have a fob next to them would also get eaten up when they would otherwise have been a good backup spot to drop a fob to replace a fob that was lost. I'd be hiding my crates inside buildings to make sure I/my squad could use it when it's needed.
Mortar squads would make sure to build their fob in a useless place for the rest of the team to spawn on to avoid people requesting kits off their crates.
Things like this mount up with games that have had a bad start and just compound the problem.
Making the crates lose health when requesting kits off them is going to make the noobs and bad players make it even more difficult and annoying for the players that play well and with the team in mind. A good % of kits taken from crates next to fobs are requested by players that take special kits just for the hell of it and only to lose it less than 5 minutes later. How many times have you seen people take the LAT/HAT kit when there's no armour anywhere around and then to die not long after only to respawn and grab another unnecessary kit and do the same thing again?
Slow logi trucks would also become a bigger target to go for and are of course very easy to find and take out at least in city maps like Muttrah so to ever hope for the chance to sneak a fob behind enemy lines would be a pipedream when everyone else is requesting crates all over the map. You'd have to have double the amount of logis running supplies to compensate.
Whatever changes are made to PR should try to make it easier for good players to work as a team and harder for the bad players to ruin a game.
Re: Remove Rifleman Ammo 'Glitch?'
Posted: 2015-03-01 16:06
by sweedensniiperr
I'm gonna bump my thoughts because i thought it was damn good. + i didn't get any feedback on it.
sweedensniiperr wrote:This is my solution:
Two different crates:
- One ammo crate. Only resuplies ammonition.
- One kit crate - which is also used for fob building. Can't resupply ammo from it and can't request rifleman kit.
Re: Remove Rifleman Ammo 'Glitch?'
Posted: 2015-03-01 16:37
by Zrix
sweedensniiperr wrote:I'm gonna bump my thoughts because i thought it was damn good. + i didn't get any feedback on it.
It's pretty much the same as one of my suggestions, so you get a +1 from me.
Re: Remove Rifleman Ammo 'Glitch?'
Posted: 2015-03-01 17:51
by Arduras
Zrix wrote:It's pretty much the same as one of my suggestions, so you get a +1 from me.
Same here. I like the idea of separating the crates entirely.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-03-02 07:04
by Goacherguy
What about just simply making the rifleman kit a limited kit? And then you have to wait 5 minutes before you can request another one.
Or (I don't know if it's possible but...) have 2 separate rifleman kits entirely. One that you can request from a crate that doesn't come with ammo, and one that you can spawn with that does come with ammo.
Perhaps there's a way to make it simply impossible to throw an ammo bag within a certain radius of supply crates? Like it would just fall through the world or something.
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-03-02 10:58
by mries
I mostly like the idea that requesting kits drains the crate its health aswell, somebody suggested it earlier in this thread. This is more realistic in my opinion
Re: Remove Rifleman Ammo 'exploit?'
Posted: 2015-03-03 00:20
by Arduras
Goacherguy wrote:What about just simply making the rifleman kit a limited kit? And then you have to wait 5 minutes before you can request another one.
Or (I don't know if it's possible but...) have 2 separate rifleman kits entirely. One that you can request from a crate that doesn't come with ammo, and one that you can spawn with that does come with ammo.
Perhaps there's a way to make it simply impossible to throw an ammo bag within a certain radius of supply crates? Like it would just fall through the world or something.
I like your last idea. Crates having a radius (equal to deploy range?) where you can't deploy ammo. Creates an interesting dynamic too since the build radius is like 200m.
It would also inspire more strategic FOB building than directly on the flag :/