Remove Rifleman Ammo 'exploit?'

General discussion of the Project Reality: BF2 modification.
Spectrium
Posts: 53
Joined: 2013-02-24 14:05

Re: Remove Rifleman Ammo 'exploit?'

Post by Spectrium »

Remove ammo bag at start or after request. One must reload it's ammo bag after requesting rifleman kit. Increase reload time of an ammo bag from crates and increase reloading's damage to the crate itself (i.e %5 for each reload or 20 reloads total) but increase the potency of ammo bag itself.
Arduras
Posts: 54
Joined: 2015-02-14 01:01

Re: Remove Rifleman Ammo 'exploit?'

Post by Arduras »

Spectrium wrote:Remove ammo bag at start or after request. One must reload it's ammo bag after requesting rifleman kit. Increase reload time of an ammo bag from crates and increase reloading's damage to the crate itself (i.e %5 for each reload or 20 reloads total) but increase the potency of ammo bag itself.
This guy. I think somewhere they said it was hardcoded that you started with full ammo or people would be on that like flies on sh--.
Wheres_my_chili
Posts: 240
Joined: 2011-07-31 23:35

Re: Remove Rifleman Ammo 'exploit?'

Post by Wheres_my_chili »

They said its hardcoded. Also reducing ammo by taking kits is hardcoded.
peaveyyyy
Posts: 84
Joined: 2008-11-16 18:30

Re: Remove Rifleman Ammo 'exploit?'

Post by peaveyyyy »

I don't think it's worth fixing. The crates get used up after a while by noobs anyway. Rebuilding mortars / TOW / AA to get more ammo is more of a glitch and can be used in an area-denial FOB unrealistically too.

Talking of realism, the crates don't have much ammo in them considering they are 2 tons each in theory. So just leave it and spend the time tweaking something else, like...

nerfing the LAT/RPG last patch is seriously annoying. I don't mind it failing on BMP's except on the rear top, but up-armoured HMMMMMMWWWWWVVVVVS? Please. make it at least immobilise after one hit FFS.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Remove Rifleman Ammo 'exploit?'

Post by matty1053 »

peaveyyyy wrote:I don't think it's worth fixing. The crates get used up after a while by noobs anyway. Rebuilding mortars / TOW / AA to get more ammo is more of a glitch and can be used in an area-denial FOB unrealistically too.


THIS.

IF there is a exploit, it's this. I can't stand it, and it hurts the game. When I do mortars, I do not exploit this. I will move the mortars around, but I will not exploit this in anyway shape or form. IMO, for them to maybe fix this, is if they add a timer on how long you can replace mortars.

I don't see a lot of TOW or AA rebuild's. Only if they move the TOW to another location.
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