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2012-04-09, 12:22 PM | [Ignore Me] #76 | |||
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2012-04-09, 12:30 PM | [Ignore Me] #77 | |||
Staff Sergeant
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In my mind - Heavy assault should carry ammo boxes. Or better - engineers should create some small station to rearm. |
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2012-04-09, 01:51 PM | [Ignore Me] #79 | ||
Contributor Major
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I like it on LA. Why?
As the person who resurrected this thread at the end of page 4 pointed out, the highly mobile LA class is the one least troubled by returning for supplies just by turning around and heading to the spawn point and coming back. It's quick, it's got jets, it won't take it long. But that's working from the assumption that the ammo feature is meant to benefit the LA. It's not. It's a teamplay feature. The LA is the guy who *doesn't* need to have infinite ammo, because it's easy for him to get more quickly and return to the fight. But having the ammo gives him an incentive to stick around the REST of the team, because they sure as hell do need ammo, and can't spare the time it would take to leave their posts and allow the enemy to take their position. Give it to engineer or HA, and you lose that. Because they'll be with the whole team anyways, and are, honestly, the ones consuming the ammo most effectively to begin with. In their hands, it IS a solo tool. In LA's hands, it's a support tool for his team, because even with infinite ammo, he's not armed and armored to embody a one-man assault. |
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2012-04-09, 06:59 PM | [Ignore Me] #80 | |||
First Lieutenant
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2012-04-09, 10:01 PM | [Ignore Me] #81 | ||||
Corporal
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It's more fair to say that when more people get to play it they will have more feedback than "Absolutely not changing ever".
The pessimism on these boards |
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2012-04-09, 10:12 PM | [Ignore Me] #82 | ||||
First Lieutenant
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I may have that wrong, it might be 1 second flat with or without medkits (shot>.5 refire>shot>.5 refire>shot). I believe I tested it and realized wasting the time to hit a medkit was just as pointless against a JH as it was while sniping. Took a long time to break the habit of wasting a kit after getting hit by either. Meanwhile it was very useful against an MCG or Lasher or virtually any other weapon, except scattermax and Magscatter thingie. Not to mention the other horrible ways of fast death. Flail rounds, OSes, snipers hitting you and inconvenient times, being run over by a tank, Plasma melting you to the ground... Naw, your wrong. While any one weapon takes it's time to kill you, there were almost always more then one aiming at you. I use to know a site the listed all the TTKs against every infantry. Even TTKs against vehicles (with and without shield benefit). Last edited by Blackwolf; 2012-04-09 at 10:18 PM. |
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2012-04-09, 10:34 PM | [Ignore Me] #83 | ||
Corporal
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Lol at the person complaining about dying too fast in PS1 and then complaining about running out of ammo and running back to an AMS.
1. If you are dying too fast, you should not be out of ammo. 2. If you are running out of ammo, you are not dying fast. Anyways... no to ammo drops. yes to bag drops. |
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2012-04-10, 05:01 AM | [Ignore Me] #84 | ||
Sergeant
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I recently played Payday: The Heist, and I think the way they implement ammo refills is actually pretty balanced. The way they made it is that
1.) There is a limited amount of ammo the players can scrounge out of the bag.(It's pooled too) 2.) The players actually have to interact with ammo bag in order to refill ammo and 3.) The players have to take time refilling their ammo before returning to the fight. What do you guys think of this if you can take this from my jumbled words? |
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2012-04-10, 10:16 AM | [Ignore Me] #87 | |||
Lieutenant General
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Acting obtrusive (by telling people to wait for beta).
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2012-04-10, 10:18 AM | [Ignore Me] #88 | |||
Lieutenant General
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2012-04-10, 11:00 AM | [Ignore Me] #89 | ||
Corporal
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If the ammo drop is given to the HA, Engi, or Medic then most indoor combat will mimic PS where agile was usable but REXO was equipped when available. Jump jets are useless when there is a ceiling unless the netcode is ass and you have VS MAX units going through the ceiling.
I personally prefer having to manage inventory, it gave me a cozy feeling knowing I planned and spaced my inventory perfectly. If they stick with no inventory a two sided solution may work. Giving HA ammo and giving Engi the ability to build a dispenser. An additional point to defend like in TF2. O, and here is something to speculate. If not limited properly a squad could do a gen hold almost indefinitely with ammo drop boxes. |
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2012-04-10, 02:58 PM | [Ignore Me] #90 | ||
Corporal
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Can't wait to see how the mission system is completely ignored by outfits that can just coordinate things properly. People are gonna set up missions for pug squads and when they get there they are gonna find that it was already done by a group that was on the ball and knows how to function in a massive area.
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ammo, light assault |
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