Get rid of Ammo Bags
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03(Oh-Three)
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Get rid of Ammo Bags
This came up in a conversation in another post , but seems to make sense with this mod.
In real life, Ammo discipline is a huge issue, since in the real world, your not picking up "ammo packs" off the floor. Considering that each individual, in real life, only carries 6, maybe 8, magazines in their load bearing vest (LBV), this becomes even more important. Stop spraying an area with lead! Ran out of ammo? Pick up a kit from a dead guy or the Dev's could implement ammo supply points at certain spawn points (not all).
This just came to mind as well: Squad leaders generally had an M16/M203 and our LBV's carried 14 M203 grenades (usually a mix of smoke, frag and every once in a while, shotgun type rounds). Up the loadout?
In real life, Ammo discipline is a huge issue, since in the real world, your not picking up "ammo packs" off the floor. Considering that each individual, in real life, only carries 6, maybe 8, magazines in their load bearing vest (LBV), this becomes even more important. Stop spraying an area with lead! Ran out of ammo? Pick up a kit from a dead guy or the Dev's could implement ammo supply points at certain spawn points (not all).
This just came to mind as well: Squad leaders generally had an M16/M203 and our LBV's carried 14 M203 grenades (usually a mix of smoke, frag and every once in a while, shotgun type rounds). Up the loadout?
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Wattershed
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Top_Cat_AxJnAt
- Posts: 3215
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I agree aswell BUT only when combined with more ammo for certain classes and Vitaly, Supply crates at most flags or stratigic locations - all maps have ammo crates, no question - 5+ most map, otherwise there importance would be insignificant!
THis would put the emphasis more on objectives and tactics IF ammo became more of a concern, secure a flag = chance to restock, rearm.
I agree with giving Another mag to support and a few extra smokes for medics aswell, and odd extra 1 frag for others. But the 5 mags for certain classes MIGHT become too little - 6/7 mabey OR a similar no. of mags might encourage players to make securign ammo crate locations more important??!!? A difficult balance i think.
THis would put the emphasis more on objectives and tactics IF ammo became more of a concern, secure a flag = chance to restock, rearm.
I agree with giving Another mag to support and a few extra smokes for medics aswell, and odd extra 1 frag for others. But the 5 mags for certain classes MIGHT become too little - 6/7 mabey OR a similar no. of mags might encourage players to make securign ammo crate locations more important??!!? A difficult balance i think.
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dbzao
- Retired PR Developer
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WNxKenwayy
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I see the point of realism here, but you are wrong about the amount of ammo people carry.
As a riflemen (M4) we always had at min 6 mags + 1 in the M4 for a total of 210 rounds, that's the required minimum. Over there it was somewhere between 10-14 mags total, per man on his IBA vest. Then in all of our trucks we had about 2000 rounds of loose 5.56mm and dozens, literally, of spare loaded mags.
As a SAW gunner it was 600 rounds min on your person, with ~2000 in linked belts/pouches on the truck. DSM usually had a M14 with ~8 (20 round) mags depending.
Where this game got the idea that a saw gunner only had 1 belt in his weapon is beyond me.
As a riflemen (M4) we always had at min 6 mags + 1 in the M4 for a total of 210 rounds, that's the required minimum. Over there it was somewhere between 10-14 mags total, per man on his IBA vest. Then in all of our trucks we had about 2000 rounds of loose 5.56mm and dozens, literally, of spare loaded mags.
As a SAW gunner it was 600 rounds min on your person, with ~2000 in linked belts/pouches on the truck. DSM usually had a M14 with ~8 (20 round) mags depending.
Where this game got the idea that a saw gunner only had 1 belt in his weapon is beyond me.
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03(Oh-Three)
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Lucid Nightmare
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Rhino
- Retired PR Developer
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hence the "ammo bag" hehe, but we could re-model the ammo bag into a LGM belt or w/e but it would still reload for all ammo types hehe.Lucid Nightmare wrote:Not to mention other squad members will also help carry extra ammo for the LMG.
We cant code it to only reload ammo for certian weapons, it was hard enough for us to not get ammo bags reloading tanks hehe
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03(Oh-Three)
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Lean_Six_Sigma
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Ghostrider
- Retired PR Developer
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Well, the ammo bags are needed because that's the only way that teammates can "share" their ammo, and second, there're gameplay considerations into it that you're maybe not taking into account.03(Oh-Three) wrote:This came up in a conversation in another post , but seems to make sense with this mod.
In real life, Ammo discipline is a huge issue, since in the real world, your not picking up "ammo packs" off the floor. Considering that each individual, in real life, only carries 6, maybe 8, magazines in their load bearing vest (LBV), this becomes even more important. Stop spraying an area with lead! Ran out of ammo? Pick up a kit from a dead guy or the Dev's could implement ammo supply points at certain spawn points (not all).
This just came to mind as well: Squad leaders generally had an M16/M203 and our LBV's carried 14 M203 grenades (usually a mix of smoke, frag and every once in a while, shotgun type rounds). Up the loadout?
Grab the kit from a dead guy? Not a problem...but don't forget that they disappear into thin air...so you end up with nothing...or better yet, his equipment is empty as well.
On another note, you're pointing out something as unrealistic, but the suggestion is less realistic imo.
Having ammo bags (per team) is way more plausible than encountering ammo boxes in captured enemy locations...which just happen to be the right ammo for you...and ammo bags are also more plausible than telling a soldier to drop his weapon and pickup his enemies equipment...so yeah...ammo bags are completely fine...
...not to mention that you have ammo in your vehicles and other places.
-Ghost
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03(Oh-Three)
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That's absolutely plausible!'[R-DEV wrote:Ghostrider']...and ammo bags are also more plausible than telling a soldier to drop his weapon and pickup his enemies equipment...
-Ghost
I want you all to meet someone: Brian Chontosh, Capt., USMC.
"Chontosh aggressively attacked an entrenched enemy position, resorting to using captured enemy weaponry when his M16 ran out of ammunition. He is reported to have killed at least 20 enemy soldiers during the incident."
Want the full story? Click this link and read the "Navy Cross citation" portion.
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Ghostrider
- Retired PR Developer
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Ok then, you got that point..even though it looks like an exception to the rule, but ok. On the other hand, the other points combined are still going strong imo. Gameplay considerations are more important than some of you think they are. You guys realize this when you say "I'm not going to play this anymore because.. "03(Oh-Three) wrote:That's absolutely plausible!
I want you all to meet someone: Brian Chontosh, Capt., USMC.
"Chontosh aggressively attacked an entrenched enemy position, resorting to using captured enemy weaponry when his M16 ran out of ammunition. He is reported to have killed at least 20 enemy soldiers during the incident."
Want the full story? Click this link and read the "Navy Cross citation" portion.
-Ghost
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Darkpowder
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ArmedDrunk&Angry
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