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Universal Ammo Bags
Posted: 2008-10-26 13:01
by gclark03
Since 0.8, the Rifleman ammo bag has become almost completely useless, and for a good reason - we can't have people creating ammo bags from nothing or reloading HAT missiles endlessly.
Even then, the bag is hardly enough to refill a single player's inventory, let alone a whole squad's.
The only solution I can see is giving every spawn kit an ammo bag, but setting it to one of the 'secret' keyboard-only weapon slots. The capacity may have to be reduced to prevent any of them from regenerating ammo bags, but the concept of every soldier carrying ammo is the closest thing we'd have to a squad sharing magazines, grenades, etc. when needed.
One foreseeable problem is that an entire squad's ammo bags could be thrown at once toward a HAT to reload his missiles or a rifleman to reload his higher-capacity ammo bags. I'm not sure how to solve that problem, but I'm sure there's somebody who can...
Re: Universal Ammo Bags
Posted: 2008-10-26 13:44
by Gore
When I'm in a squad we always have a vehicle somewhere that can supply us.
Re: Universal Ammo Bags
Posted: 2008-10-26 14:15
by hx.bjoffe
Sorry i misread your thread, with the way it works i think it's as much as good as it gets.
But it's still fairly easy to exploit, and fairly easy to miscalculate and thereby be screwed on ammo.
Your actual suggestion sounds vague..
Re: Universal Ammo Bags
Posted: 2008-10-26 15:56
by gclark03
None of this helps very much...
This thread was intended as a brainstorming device, not a place for you to tell me how you like to reload.
Re: Universal Ammo Bags
Posted: 2008-10-27 10:18
by Expendable Grunt
Several devs have mentioned that a given ammo bag can not only be scripted to reload only infantry or only vehicles, but only specific weapons. Let's say that the two riflemen carry two different kinds of ammo bags. Rifleman Kind 1 carries a bag that reloads small arms, in this case, the 5.56mm weapons they use by default. If I throw down the bag, it is scripted to reload only the 5.56mm weapons in the game: M16, M4, HK53. I cannot get frags, ammo bags, missiles, 9mm pistol rounds, 7.62mm marksman rounds, etc from it. Jacking a US Rifleman kit as MEC means only the SF carbine can rearm from it, and nothing else. Jacking an MEC kit with this sort means only the 7.62x51mm weapons will rearm from it, in this case the sniper and marksman.
The Rifleman Kind 2 would be carrying ordinance. In theory, this means he's carrying extra missiles/AT4 tubes/SRAW shots, etc. He could also carry frags, but I'm of the opinion that the frag blast radius should be increased, and access to them cut down.
That being said, I don't know what happened to using that idea.
Re: Universal Ammo Bags
Posted: 2008-10-27 10:27
by hx.bjoffe
Expendable Grunt wrote:Several devs have mentioned that a given ammo bag can not only be scripted to reload only infantry or only vehicles, but only specific weapons.
Oh, as i recall it was the other way. Specific ammo was out of the question, but could seperate between inf and vehicles.
Re: Universal Ammo Bags
Posted: 2008-10-27 11:59
by AnRK
I thought it was a simple case of them having 2 kinds of ammo in the game full stop, so that might explain why it's a simple vehicle/infantry split.
Re: Universal Ammo Bags
Posted: 2008-10-28 20:04
by martov
https://www.realitymod.com/forum/f18-pr ... ition.html
here is a post of how having different ammo suplies eliminating the ammo bag, check it out