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PSU: 40% packet loss makes me cry.
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PSU Social
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[Ignore Me] #47 | ||
Major
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I'm not sure that with regenning health that we should give ammo boxes to someone who can get to the most awkward places.
So here's an idea I haven't seen before on how to resupply ammo: Give the Max and HA the ability to drop ammo boxes but NOT their own ammo, only ammo for other classes. Solves the lone-wolf problem but provides a way to preserve at least the spirit of the old practice of dropping a few ammo boxes at the top of the first flight of tower stairs. |
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[Ignore Me] #48 | ||
Sergeant Major
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problem is (towards Evilhomer/not you dilla) no one said cod players weren't any good. they tend to be especially good at camping and kill whoring. Exactly what were saying the LA kit will be especially adept for.
Last edited by Top Sgt; 2012-06-06 at 03:52 PM. |
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[Ignore Me] #49 | |||
Staff Sergeant
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I think it also depends on what falls under camping, cause sneaking around the map not making noises and stop at certain spots to scan areas isn't camping in my book, and this is the most effective strategy on promod. To be honest watch any clanwars of CS or similar games and you will see players are cautious but not camping most of the times. |
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[Ignore Me] #51 | ||
Sergeant Major
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your talking about pro mod.. but this game will not just be played by "pro mod" players
Anyways shifting this back on target.. i think the one guy's idea of LA being two different types work best. The ones with jetpacks and another version with no jet packs but are fast and carry ammo to dish out. |
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[Ignore Me] #54 | |||
Major
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Better to not be able to drop ammo for their own guns and give another class the same ability, including LA ammo. (or do it with Max/HA as I suggested above) |
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[Ignore Me] #55 | |||
Staff Sergeant
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So if anyone would come from CoD and is interested in a more complex game, I'm fairly certain a grand part of that CoD group are from promod. |
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[Ignore Me] #56 | ||
Major
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Ammo cases could be a thing that any infantry can carry in place of grenades/mines, with some resource cost. They would have a limited number of uses, and each use would give a limited amount of ammo.
Even MAX's could bolt an ammo or general resupply crate to their backsides, so their teammates could literally pull ammo and med juice out it's ass (but the MAX itself could not reach it). It should cost more than the infantry cases though, because of the modifications to the MAX, and hold more ammo. Last edited by Fenrys; 2012-06-06 at 05:22 PM. |
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[Ignore Me] #57 | ||
Lieutenant Colonel
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If the Light Assault class is meant to be autonomous and attack from places other classes cannot reach, they should be given autonomous tools: limited self-heal and self-resupply (i.e. go to an engineer or equipment term to resupply once you have used up your abilities)
The other classes who share more synergies together should have more powerful and long lasting tools: - Medics: micro-healing along with strong abilities like revives - Assault engineers: small explosives (mines, etc...) along with larger abilities (deployable turrets, etc...) - Support engineers: micro resupplies (going from people to people for ammo) along with strong abilities like an equipment terminal deployable (supplies a large pool of ammo once deployed but eventually runs out) The concept of inventory limits from PS1 plays out in PS2 as class customization. Anyways, that's how I see the classes and Light assault is really the lonewolf class along with infiltrators. I think it will be unlikely to find those tagging along with the regular classes during a firefight. |
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[Ignore Me] #59 | ||
you know in APB they had a nice little idea that a player could activate a ammo reload, they pull out a crate and hunker down, making them vulnerable in this position and unable to shoot unless they exit the mode. I'm for field resupplying but it should have consequences and be tactical.
my 3 fiddy
__________________
![]() ![]() "Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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[Ignore Me] #60 | ||
First Lieutenant
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I'd rather see everyone have a "pass ammo" ability, as well as certs/sidegrades for armor that allow for extra ammo. Given the variety of ARs in the game, many of them can be geared to using the same ammo while many HA weapons might use the same ammo. This wouldn't work as well for AV weaponry since I suspect all the various AV weapons available will use different forms of ammo.
So break it down to cycler ammo, gauss ammo, power packs (VS batteries, which would be universal for all their weapons except AV weapons), chain gun belts, jack hammer drums, and whatever other ammo "clips" you might be carrying. Aim at a friendly and hit a button and you pass a clip of ammo normally used by the weapon you are currently holding automatically. Limits the amount of ammo you can carry into battle to 2-6 clips depending on the weapon (lighter ARs might have 6 clips while MCGs only offer 2, which with the ammo in gun would be 300 rounds). With reserve ammo extending it by 1 or more clips depending on certs put into it, and passing a clip literally takes a clip from your reserves and gives it to the friendly you're aiming at. All in all though, I think LA are the right troops for the ammo pack ability, if any one class is "the" class for it. Last edited by Blackwolf; 2012-06-06 at 06:58 PM. |
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