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Get rid of Ammo Bags
Posted: 2006-12-07 20:59
by 03(Oh-Three)
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?
Posted: 2006-12-07 21:09
by Wattershed
I kinda agree with you. If we remove ammobags, I would say shorten the supply reload time and make apcs mobile ammo carriers. A for now there is ammo dumps on some maps, Ghost and that hill map.
And do give the support more than one backup mag...
Posted: 2006-12-07 21:19
by Top_Cat_AxJnAt
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.
Posted: 2006-12-07 21:20
by dbzao
I think that's a very good idea.
We can already get ammo from light vehicles, APCs, supply drops and ammo dumps (some maps).
I like when sometimes I see a squad regroup at a supply point to rearm to the next advance. Looks so real...
Posted: 2006-12-07 21:20
by Rhino
the thing we like about ammo bags is they encourage team work. So i dunno if we will be removing them that soon...
Posted: 2006-12-07 21:21
by WNxKenwayy
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.
Posted: 2006-12-07 21:25
by 03(Oh-Three)
And do give the support more than one backup mag...
I agree; the SAW gunner's LBV has two pouches for 200rd boxes (in the real world.)
Posted: 2006-12-07 21:26
by Lucid Nightmare
Not to mention other squad members will also help carry extra ammo for the LMG.
But I don't think getting rid of ammo bags is such a good idea because it takes away some of the teamwork.
Posted: 2006-12-07 21:28
by eggman
team work, class balance and infantry only maps (or areas where only Infantry can get to).
not being removed.
Posted: 2006-12-07 21:30
by Rhino
Lucid Nightmare wrote:Not to mention other squad members will also help carry extra ammo for the LMG.
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.
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

Posted: 2006-12-07 21:31
by 03(Oh-Three)
Lucid Nightmare wrote:Not to mention other squad members will also help carry extra ammo for the LMG.
True. Maybe it could be that the ammo bags are throw down only; not the hold it out in front of you and fill someone up, like we see now.
Posted: 2006-12-07 21:32
by Rhino
03(Oh-Three) wrote:True. Maybe it could be that the ammo bags are throw down only; not the hold it out in front of you and fill someone up, like we see now.
it is made to be thrown down only hehe

Posted: 2006-12-07 21:32
by Lean_Six_Sigma
I'm always up for realism so I say go for it. But on the same note, I would want the heavy AT Javilin kit to Kill a tank in one shot. No reloads etc.
Posted: 2006-12-07 21:33
by Ghostrider
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?
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.
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
Posted: 2006-12-07 21:48
by Valtasar
Speaking of right ammo. How das the amvy has ammo for the apg and etc. I dont thing this is realistic.
Posted: 2006-12-07 21:52
by 03(Oh-Three)
'[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
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.
Posted: 2006-12-07 22:39
by Ghostrider
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.
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.. "
-Ghost
Posted: 2006-12-08 00:14
by Darkpowder
Would our British army advisors like to compare those figures to the expected ammunition expenditure for a rifleman, and the accuracy / kills expected per clip.? *he says knowingly*
Posted: 2006-12-08 00:43
by ArmedDrunk&Angry
is it possible to limit the amount of ammo bags to say 6-8 ?
Posted: 2006-12-08 00:57
by Rhino
ArmedDrunk&Angry wrote:is it possible to limit the amount of ammo bags to say 6-8 ?
they are limmited to 3 at the mo. The problem is, is that "ammo bags", reload "ammo bags"
