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No more infinite ammo bags
Posted: 2008-02-22 19:22
by Fungwu
How about no more reloadable ammo bags and to compensate give rifleman scope an ammo bag and do away with iron sight rifleman?
Posted: 2008-02-23 02:27
by Expendable Grunt
Nedlands is the man for that.
Posted: 2008-02-23 02:35
by gclark03
I don't see the need to nerf the scoped rifleman by denying him ammo - he is the basic unit of a squad, why should he not carry sufficient ammunition?
However, we should only give the scoped rifleman one frag grenade and one smoke grenade. This would emphasize the use of the new non-scoped rifleman, who would have a clacker-detonated Claymore and 2 frags, but no scope. This way, there would be an incentive to use a purely offensive rifleman kit lacking a scope, and there would be no trouble finding someone to tag along with ammunition.
Posted: 2008-02-23 02:54
by nedlands1
Hmm. I think making the bags unable to reload themselves shouldn't be too hard. Making the bags able to reload themselves if and only if no ammo has been supplied would be difficult I believe. Guess I'll have to experiment.
Posted: 2008-02-23 03:07
by ReadMenace
gclark03 wrote:I don't see the need to nerf the scoped rifleman by denying him ammo - he is the basic unit of a squad, why should he not carry sufficient ammunition?
However, we should only give the scoped rifleman one frag grenade and one smoke grenade. This would emphasize the use of the new non-scoped rifleman, who would have a clacker-detonated Claymore and 2 frags, but no scope. This way, there would be an incentive to use a purely offensive rifleman kit lacking a scope, and there would be no trouble finding someone to tag along with ammunition.
Many versions ago there was the Anti-Personnel Rifleman, who had claymores as part of his layout.
-REAd
Posted: 2008-02-23 03:17
by gclark03
(I could have sworn I had canceled posting this...the space is used, might as well do something worthwhile with it.)
What's the Dev stance on the infinite ammo bag problem, and why don't scoped rifleman have ammunition?
Posted: 2008-02-23 06:28
by BloodBane611
I'm kinda curious about why the ammo bag is infinite now. I imagine it was in return for removing APC/heavy jeep ammo supply? Anyhow, I agree the infinite ammo bag is a problem, but I imagine the DEVs have it well in hand by now.
Posted: 2008-02-23 10:06
by Warmagi
There already was a thread about that I believe with many, many ideas posts and viewpoints... why make a new one? I'll search for it...
here you go, just a 10 sec search:
https://www.realitymod.com/forum/f18-pr-suggestions-feedback/35597-removal-ammo-bag.html?highlight=ammo+bag
anyone can merge two of this?
Posted: 2008-02-23 11:16
by mammikoura
gclark03 wrote:I don't see the need to nerf the scoped rifleman by denying him ammo - he is the basic unit of a squad, why should he not carry sufficient ammunition?
He does carry sufficient ammunition. Or do you call 9 mags (=270 rounds) not sufficient when the average lifetime is probably around 5 minutes?
Though I guess if you call carrying an unlimited supply of mines, explosives, anti tank weapons, bullets and grenades as 'sufficient' then you are right.
Posted: 2008-02-23 15:47
by gclark03
Mammikoura, remember that most squads do not live long enough to reload the heavier stuff (AT missiles, mines, C4) more than once or twice before they get shot.
The only reason we're having this discussion is because of the very few times when we're caught fighting a squad that repeatedly destroys assets and vehicles, and we have no way to cut off their 'supply lines'.
The response? The best-case scenario is if they do figure out a way to prevent resupplying ammo bags from other ammo bags, but in the meantime, I have no problem with it, as the average lifetime doesn't really support the 'infinite ammo' theory.