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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2015-02-18, 11:35   #41
Ranzpirat
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Default Re: Remove Rifleman Ammo 'Glitch?'

Quote:
Originally Posted by Frontliner View Post
If you ask me, I'm against it, as the only time it really comes into play is for mortars, and those can rearm themselves infinitely by first removing them when empty, then deploying them back.
As I consider this way more "glitchy" (no offense) than using ammo crates to rearm riflemen kits, I dont see the need why this kit has to be changed yet? I dont think I fully understand why this behaviour is beeing discussed/needs to be changed for the upcomming release.

Maybe I'm just standing on the hose.


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Old 2015-02-18, 14:34   #42
YAK-R
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Default Re: Remove Rifleman Ammo 'exploit?'

Naw, the crates break anyhow eventually, especially with smurfs spawning on the fobs
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Old 2015-02-18, 15:10   #43
=-=kittykiller
Default Re: Remove Rifleman Ammo 'exploit?'

by far the simplest and most elegant solution is

all tows/AA spawn without ammo and a supply crate takes a % of damage equal to one full reload per kit requested.

this solves all the issues and for anyone bitching about supplys, perhaps the fobs outta be built in a chain.
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Old 2015-02-18, 15:12   #44
Jutsch
Default Re: Remove Rifleman Ammo 'exploit?'

Quote:
Originally Posted by =-=kittykiller View Post
by far the simplest and most elegant solution is

all tows/AA spawn without ammo and a supply crate takes a % of damage equal to one full reload per kit requested.

this solves all the issues and for anyone bitching about supplys, perhaps the fobs outta be built in a chain.
This wouldn't solve any problem if there was one
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Old 2015-02-18, 16:12   #45
=-=kittykiller
Default Re: Remove Rifleman Ammo 'exploit?'

Quote:
Originally Posted by Jutsch View Post
This wouldn't solve any problem if there was one
the problems of stealth TOWS secret AA and rebuilding mortars to get infinite ammo are real
dont just reply with a dumb one liner,

this is a minor change, but a solid one, the issue is the interaction between the rifleman kit and deployables/LAT/HAT

drive truck drop 2 crates, build tow, get thermals, infinite ammo, profit
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Old 2015-02-18, 16:17   #46
Gosu-Rizzle

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Default Re: Remove Rifleman Ammo 'exploit?'

For the people saying that it would cause problems on a specific map, that could easily be balanced. Either by adding an extra supply truck on that map, OR by giving the crates more HP in general.
However, i agree with kitteykiller, i think supply should be more important, something you need to think of before you build a super secret FOB behind enemy lines. As it is now you have unlimited ammo and kits from just 1 trip trough enemy lines (if you use this well known glitch) If crates die after, say 15 requested kits (and it should be ALL kits imo, not just rifleman) it would force SL's and teams to think a bit more about how they can keep resuplying their FOBs, and how they protect their supply lines. Something that would be good for gameplay IMO.
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Old 2015-02-18, 18:35   #47
Nightingale
Default Re: Remove Rifleman Ammo 'exploit?'

Are you people really arguing that this will make mortars too underpowered?

Mortars are the most broken and unbalanced thing in the game right now. You don't need ANY crates as long as you have the officer's radio around to rebuild and rebuild the mortars.

Devs, go ahead and patch it out. It's just a minor alteration to gameplay, but it is an improvement to PR nonetheless if you cannot get infinite ammo from 1 medium supply crate.
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Old 2015-02-18, 19:50   #48
Portable.Cougar
Default Remove Rifleman Ammo 'exploit?'

With the pace of PR being what it is I do not see this to be an issue.

I vote to keep the rifleman kit as is.

I have a hard enough time keeping ammo in a squad with the current methods.
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Old 2015-02-18, 19:58   #49
[R-CON]​Chuva_RD
PR:BF2 Contributor
PR Server License Moderator

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Default Re: Remove Rifleman Ammo 'exploit?'

Quote:
Originally Posted by The_Admiral View Post
Why don't you just put a timer on requesting rifleman kits so they cannot be spammed for ammo.
+1 azazazaza
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Old 2015-02-18, 22:39   #50
Portable.Cougar
Default

That timer already exists
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