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Ammo system revealed !

Posted: 2008-10-29 17:20
by Caboosehatesbabies
This is a post designed to try and explain how the ammo resupply system in PR works. I will eventually expand it to Vehicles, weapons, and cover all factions. However, that will take time so bare with me.

I should also note that all data is based on what I have observed while experimenting. I have looked at no code to gather this data.

Also, all numbers are based on the assumption that an ammo box dropped by a Humvee type vehicle or an APC has 400 ammo points in it, which seems to be confirmed by my findings.

Please post if you have any suggestions that you want me to test, or if you have questions.

I just spent an hour and a half testing and this is what I found.

Assuming the box dropped from Humvees and APC's is 400 points

Each weapons slot takes up 100 ammo points

I know this because:

I was able to get 9 M4 magazines for the Rifleman kit (which is the kits full loadout) 4 times
I was able to get 3 pistol magazines for the sniper kit four times
4 grenades for the rifleman kit 4 times
1 LAT rocket for the LAT kit 4 times
1 HAT rocket for the HAT kit 4 times
1 smoke grenade for the LAT kit 4 times
1 ammo bag for the rifleman kit 4 times
2 smoke grenades for the rifleman kit 4 times
8 HE 40mm grenades for the Grenadier kit 4 times
1 field dressing for the LAT kit 4 times
6 DMR magazines for the Marksman 4 times
3 magazines for the HAT kit's m4 4 times

The one thing I tested that did not seem to fit was the AR's LMG. I only got 3 boxes 3 times before the box collapsed. However, instead of giving me each magazine at a time, it gave me all the boxes at the same time. Since I then reloaded the weapon, I used another 1/3 of 1/4 of the box. So the third time I reloaded, the box collapsed. IE: The weapon takes 100 points to give you 2 boxes.

I also found that if I used the rifleman kit and had 0 magazine, 0 frags, 0 smoke, and 0 field dressings. The box would give me 9 magazines, 4 frags, 2 smokes, and 1 dressing. OR 100 + 100 + 100 + 100 = 400

A totally empty LAT kit, IE 0 magazines, 0 LAT rockets, 0 smoke, and 0 bandages gave me 9 magazines, 1 LAT rocket, 1 smoke, and 1 bandage (IE A total kit reload) with 1 box. 100 + 100 + 100 + 100 = 400

In both cases, the box collapsed as soon as I got full ammo

Ammo points also seem to be given at a constant rate which appears to be approximately 25 seconds or 4 ammo points per second per weapon slot requiring ammo[100pnt/25sec*slot = 4pnt/sec*slot].


I should also note that the found 4pnts/second of reloading is just for 1 slot. If you have 2 or more slots that need ammo, you drain the crate/box/bag that many times faster.

Example, if you have an empty M4, empty grenades, empty smoke, and empty bandage and you go to a full ammo box you are getting ammo for each slot at the same time at a rate of 4pnts/second per slot. (4pnt/sec*slot)*4slots= 16pnt/sec Which is why boxes or bags will sometimes disappear very quickly. If one person is completely out of 4 slots of ammo (IE: Rifleman out of Magazines, Grenades, smoke, and field dressing) a fresh box will only last 25 seconds, but he will get full ammo. If two riflemen are completely out, each will get 50% of the ammo in the box, the box will last for 12.5 seconds. HOWEVER! Each rifleman will get only 4 magazines, 2 grenades, 1 smoke, and 0 dressings BECAUSE the game rounds down no matter what the DECIMAL is. Half of 1 is 0 to the game as far as it is concerned with ammo.

If it takes 25 seconds to get 9 magazine for the rifleman then each magazine is 11.11 ammo points. (25sec/9mag)*4pnt/sec = 11.11pnt/mag

However, it still takes 25 seconds to get 1 HAT or LAT round. Meaning each Rocket is 100 points. (25sec/1rkt)*4pnt/sec = 100pnt/rkt

AND it takes 25 seconds to get 1 field dressing for HAT, LAT, or rifleman. That means each is 100 points (See above formula).

In addition, it still takes 25 seconds to get 3 pistol magazines AND 25 seconds for 3 magazines for the HAT's M4. That means each magazine is 33.33 ammo points. (25sec/3mag)*4pnt/sec = 33.33pnt/mag

I also found that Ammo bags hold approximately 199 ammo points for I was able to reload the rifleman's ammo bag off his own ammo bag as long as I had atleast 1 remaining full magazine and no other missing ammo. However, as soon as the m4 was totally empty, I was able to get only 8 magazines for the rifle and no ammo bag. This supports the 199 ammo points like this. If each rifleman magazine is 11.11 points per magazine, you could only get 8 magazines from the bag. 11.11pnt/mag*9mags + 100pnt/bag*1bag = 199.99pnt/bag > 199 pnt/bag However, 11.11pnt/mag*8mags + 100pnt/bag*1bag = 188.88pnt/bag < 199pnt/bag. This last formula is supported by the fact that the ammo bag remained once I was at full ammo, but trying to reload 1 magazine off it caused it to disappear.

I was only able to reload 1 LAT rocket of of 1 ammo bag and 1 ammo bag from 1 ammo bag.


Things not tested:
SLAMS <-Tested, 25 ammo points per slam 100 for 4
C4 <- Tested, 100 ammo points per pack
AT Mine <-Tested 100 ammo points per mine
Trip Flare <- Same as AT Mine
Shotgun <- 6 rounds cost 100 ammo points
Officer smoke grenades
Medic's dressings <- Confimed
Medic's Epipens <- Confimed
Medic or Engineer Magazines <- assumed 4pnt/sec is constant confirmed
Command Post pnt/sec <- Confirmed, 4pnt/sec
AA Launcher <- is same as HAT and LAT
Crewman <- is same as HAT's M4 because same # of mags
Sniper Rifle <- Confirmed, 8 magazines for 100 points
Spec-ops/officer/pilot pistols <- is same as sniper's pistol
Specops/officer/snipers field dressing <- 3 cost 100 ammo points
MEC
PLA
GB
INS
Militia
Additional:

Ammo Crate Capacity:
Assuming 1 LAT rocket is 100 Ammo points, I can get 10 rockets out of an ammo crate, so a crate holds 1000 ammo points. Also, damage to a crate (IE Shooting it) does not effect ammo output.

ATTENTION ATTENTION
Newly discovered! If you are reloading, but have not gotten enough ammo points to get 1 of something (IE 1 HAT rocket) and then you move out of the resupply radius for the ammo drop, all taken ammo <1 is lost!!!

Example: Reloading a mine. If you stand near the box of ammo, trying to get a mine, if gives you 4 ammo points per second, meaning it will take 25 seconds to get a mine back since it costs 100 ammo points. HOWEVER, if you move out of the resupply radius BEFORE you have received a mine, all ammo points you have collected for that mine are lost! So if you stand near a box, trying to get a mine, and you step out of the resupply radius at any time before the 25 seconds, you lose all ammo for your mine and must re-enter the radius and wait another 25 seconds!

Lets say you wait near a fresh box, which is 400 points, for 23 seconds before you step away. At (4pnt/sec)*23sec= 92pnts. Theoretically, your mine should be 92% full, meaning just 2 more seconds of reloading would give you a mine. Yet, once you step out of the radius, the game thinks you still have no mine, so it drops you back down to 0% AND it does not give it back to the box, so the box has 308 ammo points left. It IS POSSIBLE to totally drain a bag, box, or crate and get no ammo what so ever from it if you keep stepping out of the resupply radius fast enough!!

Re: Ammo system revield!

Posted: 2008-10-29 17:51
by hx.bjoffe
Was the system dead? ;)
Listen, the numbers (/system, or parts of) has changed for each and every version, and i expect next to come out very soon. Just a warning, you decide how to spend your time.
But very informative and useful information, thanks.

Re: Ammo system revield!

Posted: 2008-10-29 17:51
by Solid Knight
You could have just looked at the .tweak files to determine this.

Re: Ammo system revield!

Posted: 2008-10-29 17:54
by Rudd
hx.bjoffe wrote:Was the system dead? ;)
revealed I think :D

this kind of information is very useful wherever it comes from, so cheers for the effort

personally, I'd love it if som1 posted this kind of info in an easy to see place, along with vehicle hitboxes etc from the editor.

Re: Ammo system revield!

Posted: 2008-10-29 19:06
by Caboosehatesbabies
Dr2B Rudd wrote:revealed I think :D

this kind of information is very useful wherever it comes from, so cheers for the effort

personally, I'd love it if som1 posted this kind of info in an easy to see place, along with vehicle hitboxes etc from the editor.
****, I'm an english major too, I should know that. Can a DEV fix the title of the thread? :o ops:


And I'm not comfortable looking at the code or tweak files of the game, I'll just do what I can observe in game.

If it changes with .85, I'll modify what I wrote.

Honestly, I don't think the ammo points for each Ammo drop or the amount it takes to fill really needs changed, but that's my opinion.

Re: Ammo system revield!

Posted: 2008-10-29 19:50
by hiberNative
good testing. i appreciate your efforts.

Re: Ammo system revield!

Posted: 2008-10-29 20:06
by Caboosehatesbabies
hiberNative wrote:good testing. i appreciate your efforts.
Thanks!

Re: Ammo system revealed !

Posted: 2008-10-29 20:37
by hx.bjoffe
If i was to suggest next test topic, try testing with two persons reloading of 1 box/crate/bag similtaniously. It might just be my twisted mind, i'm probably wrong but it seems it offers less ammo divided among two reloading subjects, rather then one.
Bust my myth, i dare you :)

Re: Ammo system revealed !

Posted: 2008-10-29 20:49
by Caboosehatesbabies
hx.bjoffe wrote:If i was to suggest next test topic, try testing with two persons reloading of 1 box/crate/bag similtaniously. It might just be my twisted mind, i'm probably wrong but it seems it offers less ammo divided among two reloading subjects, rather then one.
Bust my myth, i dare you :)
I'll see if I can get a bud to do it.

Re: Ammo system revealed !

Posted: 2008-10-29 20:52
by Caboosehatesbabies
Caboosehatesbabies wrote: If two riflemen are completely out, each will get 50% of the ammo in the box, the box will last for 12.5 seconds. HOWEVER! Each rifleman will get only 4 magazines, 2 grenades, 1 smoke, and 0 dressings BECAUSE the game rounds down no matter what the DECIMAL is. Half of 1 is 0 to the game as far as it is concerned with ammo.
I didn't actually test it when I wrote this, but this is why it might seem like you are actually getting less ammo.

Re: Ammo system revealed !

Posted: 2008-10-29 20:56
by hx.bjoffe
Caboosehatesbabies wrote:Half of 1 is 0 to the game as far as it is concerned with ammo.
Didn't actually see that line. Smart, of course. Never mind me.

Re: Ammo system revealed !

Posted: 2008-10-30 03:08
by Caboosehatesbabies
*UPDATE*

Tested Explosives and some duplicate weapons. Also discovered zero sum ammo drain!!!! Take a look at the bottom of my first post.

Re: Ammo system revealed !

Posted: 2008-10-30 14:31
by Pariel
You could save yourself a LOT of time by looking at the .tweak files. Or better yet, getting whichever DEV is responsible for those files to simply share the information.

I'm betting you could spend far less than 2 hours and 40 minutes learning how to read the .tweak files, then reading them.

Re: Ammo system revealed !

Posted: 2008-10-30 16:54
by Caboosehatesbabies
Pariel wrote:You could save yourself a LOT of time by looking at the .tweak files. Or better yet, getting whichever DEV is responsible for those files to simply share the information.

I'm betting you could spend far less than 2 hours and 40 minutes learning how to read the .tweak files, then reading them.
Looking at the .tweak files is like looking at the blueprint of a car. Yeah, you can see what makes it work, but you can't really get the feel of how it works until you actually drive the car.

And some things you can't discover by looking at the .tweak files. Did you know about zero sum ammo gain? I didn't until I discovered it in game.

Another example is that the .tweak files say that the rifleman's ammo bag holds 200 ammo points (I have been told). However, did you know that as soon as the rifleman throws his bag, he is draining ammo from it, meaning in the half a second while the bag is in the air close enough to the guy who just threw it, he is draining ammo, meaning the bag essentially can only hold 199 ammo points or less.

If I thought I was wasting my time, I wouldn't do it. I'm just trying to explain it to people who are curious as to how the system works, how much each weapon drains, and how fast you can get ammo.

Re: Ammo system revealed !

Posted: 2008-10-31 00:18
by Chuc
I wonder if we could alter the radius of ammo supply..
Good work caboose, respect to those who get off their behinds and get something done.

Re: Ammo system revealed !

Posted: 2008-10-31 01:37
by Caboosehatesbabies
[R-DEV]Chuc wrote:I wonder if we could alter the radius of ammo supply..
Good work caboose, respect to those who get off their behinds and get something done.
Thank you, and I assume you could, just like you altered the flag cap radius, but what would that change really? The only drop that has a problem is the ammo bag dropped by the rifleman.

If I could suggest something... if you want the ammo bag to have 200 ammo points once it's dropped, I would cut the resupply radius by 1/4, and give it 205 points to negate what is lost while it is thrown.

Re: Ammo system revealed !

Posted: 2008-10-31 07:55
by cyberzomby
With that draining its easy to deny the enemy of supply points :) Just do that trick until the box disapears when your in enemy territory. Or is it easier to just blow it up? Ive been out of PR for 2 weeks cause of work so I cant remember

Re: Ammo system revealed !

Posted: 2008-10-31 08:52
by hx.bjoffe
Caboosehatesbabies wrote:if you want the ammo bag to have 200 ammo points once it's dropped
I think that's something they want to avoid, that means an endless supply of field dressings, AT rockets etc from one single rifleman.

Re: Ammo system revealed !

Posted: 2008-10-31 18:42
by Caboosehatesbabies
cyberzomby wrote:With that draining its easy to deny the enemy of supply points :) Just do that trick until the box disapears when your in enemy territory. Or is it easier to just blow it up? Ive been out of PR for 2 weeks cause of work so I cant remember
It would be easier to just shoot it. A crate takes only 5 rounds from an M4 to collapse
hx.bjoffe wrote:I think that's something they want to avoid, that means an endless supply of field dressings, AT rockets etc from one single rifleman.
Yeah, that's true, so I guess keep it like it is.

Re: Ammo system revealed !

Posted: 2008-11-08 23:41
by Caboosehatesbabies
Updated Medic Med Supplies and Command post for infantry