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View Poll Results: What class should carry ammo packs?
LA (as currently implemented) 60 21.90%
HA 69 25.18%
Engineer 115 41.97%
Medic 19 6.93%
Infiltrator 2 0.73%
MAX 9 3.28%
Voters: 274. You may not vote on this poll

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Old 2012-06-09, 04:58 PM   [Ignore Me] #136
Grognard
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Re: What class should carry ammo packs?


Originally Posted by Electrofreak View Post
Someone else actually employing logic here... thank you sir!

The majority of the arguments to have it on LA are because they apparently don't have a well defined role (aside from exterior combat). I think the counter-argument for this would be to better define the role of LA with other skills and abilities.

The majority of the arguments to have it on HA are because HA need a lot of ammo, which makes little sense as was pointed out; it'll only encourage hoarding.

The majority of the arguments to have it on MED is because the other options weren't well-liked and the fact that MED is routinely in the thick of the battle where ammunition is being expended.

It seems pretty obvious that these are not great arguments, at least to me. The only argument against ENG having it seem to be that ENG have enough to do... but the reality is that most deployables are placed before, after, or during a lull in battle. During battle, like MED, Eng are fighting and working to support those that need assistance. The screenshots Neurotoxin have shown us show that ENG have an unlockable deployable armament supply terminal which likely will dispense ammunition.

Thus my argument is to do away with ammo boxes entirely. ENG already has a solution that doesn't require people to be throwing crates of ammo everywhere, and should encourage ammo conservation when one of those terminals isn't nearby.
Agreed.

One caveat, if you will allow me.

The one, or two box, dispensable, would be the base "ammo supply" ability. The dispenser deployable would be the advanced extension of that precedent. Therefore, there is no overlap of an ability already existent to the class, just an unlocked evolution, just like all the other classes.
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Old 2012-06-09, 05:01 PM   [Ignore Me] #137
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Re: What class should carry ammo packs?


Originally Posted by Grognard View Post
Personally, when it comes to ammo, a large segment of the population will be... how shall I say... selfish.

In order to "cause" (ie force) the concept ammo dispensing to be anything but a subject of contention, it should be on a class that has, generally, less a reliance on ammo as its class' theme. It should go to a class, that ussually attracts a type of player, or someone in the mindframe to... be a support class. This way, the ammo will actually be "supplied", instead of greedily keep to themselves.

This leaves out:
MAX - class focus is ammo dependant.
HA - class focus is ammo dependant.
LA - class focus is ammo dependant.

So, candidates are:
INF - class focus is arguably non-ammo dependant, but the focus is often tactically lonewolf, so not a good choice.
MED - class focus is non-ammo dependant, but obviously as healers, they are already a huge target for focus fire. Giving them ammo resupply capability seems over the top, not to mention antithetical. Again, not a good choice.

This leaves my pick: Engineer.

1. Class focus is non-ammo dependant.
2. Support minded players are attracted to this class.
3. Resupply, and repair are not antithetical, rather complimentary.
4. They repair more than just vehicles, so should be interfaced with infantry also.
5. Nanites are already part of their tools, and are easily converted to ammo, too.

We can argue whether to have, or not have, player dispensed ammo at all, in another thread. However, for this thread, given that the mechanism is actually already in the game, and that the developers themselves already said they will likely move it to another class... That is the paradigm I am operating under here.
I agree with everything you said.

I just feel they're taking utility from a class (LAs) that would make sense to have that utility, without giving anything back (that we know of, so far).

I also feel engis already have a lot going on (i'm not even biased against them, i plan to play engi the most), but i do agree they're the ones that make the most sense dispensing ammo.




Originally Posted by Electrofreak View Post
The majority of the arguments to have it on LA are because they apparently don't have a well defined role (aside from exterior combat). I think the counter-argument for this would be to better define the role of LA with other skills and abilities.
Agreed, and not a bad idea about finding something else for LAs btw.



Originally Posted by Electrofreak View Post
The majority of the arguments to have it on HA are because HA need a lot of ammo, which makes little sense as was pointed out; it'll only encourage hoarding.

The majority of the arguments to have it on MED is because the other options weren't well-liked and the fact that MED is routinely in the thick of the battle where ammunition is being expended.

It seems pretty obvious that these are not great arguments, at least to me. The only argument against ENG having it seem to be that ENG have enough to do... but the reality is that most deployables are placed before, after, or during a lull in battle. During battle, like MED, Eng are fighting and working to support those that need assistance. The screenshots Neurotoxin have shown us show that ENG have an unlockable deployable armament supply terminal which likely will dispense ammunition.
Agreed.



Originally Posted by Electrofreak View Post
Thus my argument is to do away with ammo boxes entirely. ENG already has a solution that doesn't require people to be throwing crates of ammo everywhere, and should encourage ammo conservation when one of those terminals isn't nearby.
I'd still like to have a mobile ammo dispenser, so front liners can stay up there pushing... Maybe having a sidegrade to the dispenser, making it an engi dispenser backpack that has a bigger cooldown than the static dispenser?
I dunno, just spitballin now.

Last edited by Dagron; 2012-06-09 at 05:07 PM.
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Old 2012-06-09, 05:06 PM   [Ignore Me] #138
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Re: What class should carry ammo packs?


Originally Posted by Dagron View Post
I agree with everything you said.

I just feel they're taking utility from a class (LAs) that would make sense to have that utility, without giving anything back (that we know of, so far).

I also feel engis already have a lot going on (i'm not even biased against them, i plan to play engi the most), but i do agree they're the ones that make the most sense dispensing ammo.






Agreed, and not a bad idea about finding something else for LAs btw.





Agreed.





I'd still like to have a mobile ammo dispenser, so front liners can keep up there pushing... Maybe having a sidegrade to the dispenser, making it an engi dispenser backpack that has a bigger cooldown than the static dispenser? I dunno, just spitballin now.
I can't argue with any of that. Perhaps an engie can deconstruct the old terminal remotely and put up a new one without wasting an ACE? Or an option like you described; I don't see why there should be a separate mechanic from the terminal (which is described as a mobile terminal afterall) if the terminal mechanic can be well-designed or sidegradeable.

EDIT - Someone else on another thread mentioning moving some of the scout abilities from Infil to LA, which I wouldn't argue with. Though I'd rather see LA be an anti-Engie, jumping over deployables and countering them with jammers. If Engie is the area-denial class with deployables, LA is the perfect counter. I'd say give them EMP grenades like the Infil and let them clear minefields and the like, though their C4 grenade may be sufficient.

Another alternative is to give them something small that could be used against aircraft and vehicles. Flak Rocklet Rifle anyone? They're designed for exterior combat so making them light AA / AV would be a good bet.
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Last edited by Electrofreak; 2012-06-09 at 05:15 PM.
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Old 2012-06-09, 05:09 PM   [Ignore Me] #139
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Re: What class should carry ammo packs?


Yes, a transplantable dispenser (like they made later on in TF2) sounds good too.
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Old 2012-06-09, 05:09 PM   [Ignore Me] #140
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Re: What class should carry ammo packs?


So engineers have to deploy base defenses, repair vehicles and MAXs, AND keep people resupplied? No thanks. Keep it with either LA or HA.
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Old 2012-06-09, 05:13 PM   [Ignore Me] #141
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Re: What class should carry ammo packs?


I dont really thing ANY class should be able to drop it. It should be air dropped from e.g. a liberator or galaxy, or called in with a drop pod using an ability.

Last edited by Nasher; 2012-06-09 at 05:15 PM.
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Old 2012-06-09, 05:17 PM   [Ignore Me] #142
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Re: What class should carry ammo packs?


Originally Posted by Atheosim View Post
So engineers have to (...) keep people resupplied?
I plan on being mostly an engi and i aprove of this... It's hardly any work at all.

What's wrong with having a little something else to do other than just hammer away at my machines once they're complete?
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Old 2012-06-09, 05:20 PM   [Ignore Me] #143
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Re: What class should carry ammo packs?


@thread in general.

The problem I have with the LA doing the ammo dispensation, above and beyond the fact that they will use for themselves, is due to the functionality of the class... It is so mobile that they will outrun the other friendly infantry as a matter of course, and be in places that make it difficult to present oneself for resupply. Most LA will severely degrade ammo resupply priority when they are trying not to die, or get a capture point, or "get kills"... and rightly so.

I just dont think it will pan out in the heat of battle. A front line class, that needs to reposition themselves into locations non-maneourerable heavy armored classes will be, to resupply them, will be a dangerous, tedious task, "overlooked". Ammo supply locks the LA class into non-mobile class locals, thereby inhibiting their own mobility in the process, and unduely exposing them. To me it is antithetical for LA to do this. So, what makes the most sense for them to do with the ammo? Use it...
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Old 2012-06-09, 05:21 PM   [Ignore Me] #144
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Re: What class should carry ammo packs?


I gotta new class for the game. its called THE PACK MULE, formally known as the engineer.

but seriously, you bring up some good points but lets look at what the engineer is going to be doing during a battle:
set turrets
set traps
set up defensive walls
repair vehicles
repair MAX units
and a whole list of other fun stuff that they haven't announced yet.

my point being that the main reason for not giving the ammo to the engineer is possible overloading.

i got it.

MAX CRASH 2.0 : engineer finds a couple of max units and just runs over everything in our path. repairing and resupplying the whole way.
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Old 2012-06-09, 05:21 PM   [Ignore Me] #145
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Re: What class should carry ammo packs?


I still agree with engie being ammo resupplier, considering I'm going to play LA(I'll resupply if the class still have the ability) But I guess you'd have to ask a player who is going to play engineer
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Old 2012-06-09, 05:38 PM   [Ignore Me] #146
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Re: What class should carry ammo packs?


Originally Posted by atone View Post
MAX CRASH 2.0 : engineer finds a couple of max units and just runs over everything in our path. repairing and resupplying the whole way.
Now this could be problematic, but a dispenser that took time to redeploy when transported would somewhat mitigate that problem.
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Old 2012-06-09, 05:41 PM   [Ignore Me] #147
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Re: What class should carry ammo packs?


Originally Posted by Grognard View Post
This leaves my pick: Engineer.

1. Class focus is non-ammo dependant.
2. Support minded players are attracted to this class.
3. Resupply, and repair are not antithetical, rather complimentary.
4. They repair more than just vehicles, so should be interfaced with infantry also.
5. Nanites are already part of their tools, and are easily converted to ammo, too.
All the classes can hoard if the player wishes so. I already explained why hoarding wouldn't be beneficial even for so called "ammo-dependent" classes. They will have more chances to survive and capture a base and gain access to supply terminal even if they

Engy is good pick however not necessarily the only one suitable.

1. Don't see hard reason why ammo-dependence should be absolute counter-indication. Since HA most prominent feature distinguishing that class is being able to to engage vehicles I don't think that giving them only anti-infantry ammo packs to carry them makes them OP.

Due to mechanics how the ammo pack currently work they would provide ammo accessible to other even when hoarding - that is my main problem with LA (LA will jump on the roof or somewhere else out-of-reach to other to resupply while HAs can't do that thus ammo pack they drop won't be unavailable to other classes).

2. True but they have plenty of support roles to do, giving some limited support function (like carrying 1-2 ammo packs) to other classes wouldn't end the world. Engies with their Supply Terminals would still be the "numero uno" in resupplying.

3. Only that Engies don't only repair everything, they set up mines, covers, supply terminals, turrets etc... I really think they have more than enough support to do.

4. They are already interfaced with infantry since they do task described in point 3. If they are given the role of only Ammo supplier that means they will have to operate more on the front lines to resupply classes like HA and not in the background providing support. I believe that most Engy choose that roles since they don't want to be directly in the heavy firefights and as a class are least prepared for such tasks (even Medics will be able to heal themselves and thus increase their survival in those kind of situations). Engies are not a front line class and that and having most abilities anyway makes me think they shouldn't be given this role. Even Medics could actually be better the more I think about it.

5. Converting Nanites to Ammo would mean having unlimited supply of Ammo if nanite count isn't limited, otherwise it would be stupid to limit ammo packs to 1 or 2 at the time (per spawn/resupply). On the other side if you limit the nanite count and make it resupplyable on terminals I doubt that that many Engies would bother to resupply others since they would need their Nanites for more important tasks like repairs and making turrets and other stuff.

Originally Posted by Electrofreak View Post
Someone else actually employing logic here... thank you sir!
Other words for "thank you employing logic I like".... Give me one serious reason why HA shouldn't have few Ammo packs under conditions I stated in OP. I will accept if you make me see a major flaw in this concept.

Originally Posted by Electrofreak View Post
The majority of the arguments to have it on HA are because HA need a lot of ammo, which makes little sense as was pointed out; it'll only encourage hoarding.
This is serious oversimplification just go through my posts and you will see that that isn't only nor main argument or simply choose to ignore them like you did with this statement. Saying that it will encourage hoarding make no sense too since they should have limited number of Ammo packs. They could hog (we were using the wrong word here, me too) it for themselves (refuse to share) however in a way it currently works (everyone in vicinity is resupplied) it wouldn't be completely possible nor it would be beneficial in long runs since having two firing guns (player) instead of one increases your survival rate far more than hogging the ammo for yourself.

Last edited by Immigrant; 2012-06-09 at 06:01 PM.
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Old 2012-06-09, 05:42 PM   [Ignore Me] #148
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Re: What class should carry ammo packs?


Originally Posted by WildVS View Post
Exactly! Why would someone in a dedicated assault role want to break off his attack to run to you for ammo. No you would have to run to him and then hope he isnt too engaged to give you some. It's a support role for ammo supply. Let someone in that role run around to whoever needs it and give them what they need. How hard can this be?
Then make HAs act as mobile dispensers. They'll have a little ammo icon above their head and you can walk up to them and get ammo automatically just by pressing G or whatever. It would also work like a vehicle lock where you let anybody get ammo, or just people in your squad.
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Old 2012-06-09, 05:43 PM   [Ignore Me] #149
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Re: What class should carry ammo packs?


I think that the medic should have the ammo resupply ability, and not the engineer, because the engineer class should be staying with the vehicles (and deployed vehicles, i.e. forward bases) rather than being with the infantry squads, which is the domain of the medic.
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Old 2012-06-09, 05:46 PM   [Ignore Me] #150
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Re: What class should carry ammo packs?


Originally Posted by atone View Post
I gotta new class for the game. its called THE PACK MULE, formally known as the engineer.

my point being that the main reason for not giving the ammo to the engineer is possible overloading.
...and if I was playing an engineer, I would be happy to bear the moniker, because I know what I do, and "a rose by any other name would smell as sweet".

Engineers are problem solvers. Combat engineers solve combat problems, proactively, or reactively.

Base undefended? Fix wall turrets - problem solved!
Vehicles cant take another hit? Glue gun 'em - problem solved!
3 MAXs just ran out of ammo in a contested control point? Ammo resupply - problem solved (as I cackle in a corner, mindlessly over the carnage, knowing those were my f'ng bullets).

Point is, engineers fix problems with an assortment of gadgets/tools, but nothing in the engineers book demands that they must do them all concurently, rather situationally... I suspect most engineers, as support-minded as they ussually are, will love another tool in the box.

"Engys need lotsa tools in the box, to fix the tools that cant think outa th'box..." - author unknown.
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