Unlimited ammo bags makes AT too strong

Suggestions and feedback pertaining to Project Reality Single Player.
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Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Unlimited ammo bags makes AT too strong

Post by Bob of Mage »

I've noticed that it's too easy for 2 (or even 1 if he has 2 kits) men to stop any armour if one guy has a Rilfeman kit and the other has some form of AT. Why is it that the ammo bags are unlimited? Bots sure don't need them as they have unlimited mags and never try to get any when they run out of LATs. A lone human can just use a logi truck for himself just like in normal games (of course someone forgot to add logi trucks to all the maps). Removing the unlimited nature of ammo bags would bring Co-op more in line with what PR is ment to play like (it would also finally give a reason to use ammo boxes).
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

Are you sure those aren't just server settings/mods?

I've played co-op where there weren't unlimited ammo bags before.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Unlimited ammo bags makes AT too strong

Post by Wakain »

I noticed this in singleplayer as well, don't really know about coop. it feels a bit like cheating but can be a boon in singleplayer as generally you're the team's tankhunter.
Apo
Posts: 150
Joined: 2011-04-13 16:43

Re: Unlimited ammo bags makes AT too strong

Post by Apo »

I have problems with this too. Because FOBs dont need a crate too, the whole logistics are off in Coop. But new players should know this important side of PR and learn how to run effective logistics.
Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: Unlimited ammo bags makes AT too strong

Post by Moszeusz6Pl »

I also think, that this should be fixed, because rifleman can heal them self better than medic, and can spam grenades.
Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Re: Unlimited ammo bags makes AT too strong

Post by Bob of Mage »

Apo wrote:I have problems with this too. Because FOBs dont need a crate too, the whole logistics are off in Coop.
On some map like Fool's Road there next to no logistics anyways. There are no logi trucks or proper APC to request kits from. You can only get a kit at Main, the air (at the repair depot), and Hilltop as the UK or Main, Bunker and Hilltop as the Milita. Even on maps that do have things like logi trucks will have 1 at most regardless of how many that map has in deployment (a good example is Gaza as it has a supply M113 + a truck in the normal veirson but just a truck in Co-op).
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Unlimited ammo bags makes AT too strong

Post by Outlawz7 »

Bots only get unlimited ammo in vehicles, not on foot. Not sure why exactly the bags have infinite ammo to be honest. There aren't any logi trucks due firebases and fb assets being instantly deployed and the said unlimited ammo bags.

All in all some interesting points for consideration there.
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A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Unlimited ammo bags makes AT too strong

Post by A.Finest »

Wakain wrote:I noticed this in singleplayer as well, don't really know about coop. it feels a bit like cheating but can be a boon in singleplayer as generally you're the team's tankhunter.
Looking at this from my point of view. Since I happen to run a Coop Server.

Coop was made mainly for training. For beginners to get the basics of PR etc..
However I dont find the unlimited ammobags abused by players.

Also You do only have unlimited ammobags if you spawn with the rifleman kit, if you request it you will have exactly what you'd have on deployment. So all in all, I find it usefull for the people who use it the right way. And not spam ammo all the time.

What Im wondering is that Ammobags sometimes rearm vehicles -.- rovers,humvee's,apcs etc..

Can a DEV please explain why...
Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Re: Unlimited ammo bags makes AT too strong

Post by Bob of Mage »

'[USF wrote:uss-finest[Lea;1671431']Coop was made mainly for training. For beginners to get the basics of PR etc..
I wouldn't say that as PRSP was a mini mod for quite some time back when there was a Training mode (since Training mode was removed there was space for Co-op in the main mod in 0.9). While most players don't like fighting bots there is a group who does, and Co-op is meant for them. The fact that some rules are more lax just makes things easier for beginners.
'[USF wrote:uss-finest[Lea;1671431']Also You do only have unlimited ammobags if you spawn with the rifleman kit, if you request it you will have exactly what you'd have on deployment. So all in all, I find it usefull for the people who use it the right way. And not spam ammo all the time.
This isn't true as I've still gotten unlimited ammo from requested kits. The changes to kits aren't just the requested ones, Co-op maps use SP factions which have their own kit layouts. A clear example of this is fact that the INS, Taliban, Hamas and Milita get no AT mines or arty IEDs at all (in the SP mappack the INS can get a sapper kit on 2 maps but that's it).
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Unlimited ammo bags makes AT too strong

Post by Hunt3r »

tbh I think training mode was a lot more fun than co-op. Bots don't present a challenge.
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A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Unlimited ammo bags makes AT too strong

Post by A.Finest »

Bob of Mage wrote:I wouldn't say that as PRSP was a mini mod for quite some time back when there was a Training mode (since Training mode was removed there was space for Co-op in the main mod in 0.9). While most players don't like fighting bots there is a group who does, and Co-op is meant for them. The fact that some rules are more lax just makes things easier for beginners.



This isn't true as I've still gotten unlimited ammo from requested kits. The changes to kits aren't just the requested ones, Co-op maps use SP factions which have their own kit layouts. A clear example of this is fact that the INS, Taliban, Hamas and Milita get no AT mines or arty IEDs at all (in the SP mappack the INS can get a sapper kit on 2 maps but that's it).
Could you please list this up as a bug. As Im sure this is not suppost to happen...

Like Server its been tested on, map, layer, etc... oh and PC specs. This will help the DEV team a lot :)
Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Re: Unlimited ammo bags makes AT too strong

Post by Bob of Mage »

It's not really a bug, it's just that there are really more factions then you think. For example the para maps use a different version of the faction then a normal map. I think the same thing is done for Co-op, but instead of 7 kits changing just one weapon, there is a new version of all kits (that's why there are no incendiarys for all but the AR kit). It seems to be a left over from the fact that Co-op hasn't been well updated since it became part of the main mod (some updates and new content seems to not make it into Co-op as fast or at all ex. MT-LBs & HMG zooms).
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Unlimited ammo bags makes AT too strong

Post by Fastjack »

It isn't a bug.

The coop factions (not sure at all) using the ammmokit_sp in their kits.
The multiplayer factions using the ammokit.
Thats are 2 different ammokits with 2 different weaponindexes (5/4).

I don't know, if the PRdevs want it so, as it currently is.
The reason for unlimited ammobags is the missing info about the amount of magazines for that weapon.

ObjectTemplate.ammo.nrOfMags 1

Reloading vehicles in sp/coop is true but u can only rearm singleplayer versions of that vehicle.
The ammokit_sp haven't any ammotype defined, maybe that is the reason for reloading sp vehicles

My suggestion is. The coopmode was created for multiplayer training. Let the coopplayer learn under the same conditions as the mp's.
Last edited by Fastjack on 2011-10-11 17:32, edited 2 times in total.
Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Re: Unlimited ammo bags makes AT too strong

Post by Bob of Mage »

Fastjack wrote:Reloading vehicles in sp/coop is true but u can only rearm singleplayer versions of that vehicle.
That's untrue. Some MP vehicles can be reload. I don't think's 100% of them, but I'm sure the MP Abrams (I was a gunner when it happenned) on Karbala can do it as well as others.

Also if ammo is no longer unlimited the amount of armour must come down by a large amount. I think a map like Muttarh will be a nightmare if the MEC gets to keep all that armour. The AT mines and atry IED would also need to be added at last (we have been waiting since 0.9 for them how long does it take to add them:confused :) .
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