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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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2015-02-18, 11:35 | #41 | |
Join Date: Nov 2012
Posts: 223
Germany
Location: Berlin
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Re: Remove Rifleman Ammo 'Glitch?'
Quote:
Maybe I'm just standing on the hose. | |
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2015-02-18, 14:34 | #42 |
Join Date: Jul 2012
Posts: 334
Australia
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Re: Remove Rifleman Ammo 'exploit?'
Naw, the crates break anyhow eventually, especially with smurfs spawning on the fobs
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2015-02-18, 15:10 | #43 |
Join Date: Feb 2012
Posts: 277
United Kingdom
Location: bristol
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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. |
2015-02-18, 15:12 | #44 | |
Join Date: Apr 2014
Posts: 339
Europe
Location: Ried im Innkreis, Upper Austria, AT
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Re: Remove Rifleman Ammo 'exploit?'
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2015-02-18, 16:12 | #45 |
Join Date: Feb 2012
Posts: 277
United Kingdom
Location: bristol
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Re: Remove Rifleman Ammo 'exploit?'
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 |
2015-02-18, 16:17 | #46 |
Join Date: Jun 2009
Posts: 588
Denmark
Location: Copenhagen
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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. |
2015-02-18, 18:35 | #47 |
Join Date: Nov 2013
Posts: 340
Canada
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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. |
2015-02-18, 19:50 | #48 |
Join Date: Mar 2007
Posts: 1,185
United States of America
Location: The Wild West, AZ
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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. |
2015-02-18, 19:58 | #49 |
PR:BF2 Contributor
Join Date: Mar 2013
Posts: 295
Russian Federation
Location: Ekaterinburg
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Re: Remove Rifleman Ammo 'exploit?'
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2015-02-18, 22:39 | #50 |
Join Date: Mar 2007
Posts: 1,185
United States of America
Location: The Wild West, AZ
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That timer already exists
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Tags |
ammo, exploit, glitch, remove, rifleman |
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