Ammo Depots (FOPS Ammo Dump)


(INF3RN0) #21

[QUOTE=Humate;454412]Context vsay of “ammo dropped” with a pretty icon would be nice.
When I played rambo medic in etqw, I always forced the player that needed stroyent to come to me. They always responded with that command.

Can also be used preemptively; if a FOPS has a really hard time of responding to an ammo request…[/QUOTE]

Accidentally overlooked this, but this is exactly something I’d like to see. I would love to have the ability to drop a pile of packs in an area and notify my teammates about it. Think an icon on the minimap perhaps or a button that when held down reveals the location of ammo/med packs on the HUD. It’s all about giving pub the conveniences of comp for me. The main reason why I always found comp more enjoyable than pubs was because the comms were so much more direct that there was always much less chaos. The clearer and more accessible the comms are the better the teamwork comes together, and of course the enjoyment of the game.

Also perhaps when a player asks for ammo in vsays, their minimap icon pulses or something. I think utilizing the minimap for comms purposes would be something to test out with the other hud improvements.


(Kl3ppy) #22

[QUOTE=INF3RN0;454439]Accidentally overlooked this, but this is exactly something I’d like to see. I would love to have the ability to drop a pile of packs in an area and notify my teammates about it. Think an icon on the minimap perhaps or a button that when held down reveals the location of ammo/med packs on the HUD. It’s all about giving pub the conveniences of comp for me. The main reason why I always found comp more enjoyable than pubs was because the comms were so much more direct that there was always much less chaos. The clearer and more accessible the comms are the better the teamwork comes together, and of course the enjoyment of the game.

Also perhaps when a player asks for ammo in vsays, their minimap icon pulses or something. I think utilizing the minimap for comms purposes would be something to test out with the other hud improvements.[/QUOTE]

Yepp, the vsay ammo/med pack dropped should come ingame asap.


(.FROST.) #23

[QUOTE=INF3RN0;454439]
Also perhaps when a player asks for ammo in vsays, their minimap icon pulses or something. I think utilizing the minimap for comms purposes would be something to test out with the other hud improvements.[/QUOTE]

An icon on the minimap would be very nice, and maybe some kind of direction-indicator/arrow on top of the screen; that’d be very practical for the guy in need and the support class as well. Again, I think Brink was very well done in this regard(the HUD/ seeing if a medic is on his way to your position/directions to the objectives, all that).


(tokamak) #24

Variation on the idea because I think this is less than optimal.

Locked ammo depots.

Why would you want field ops to sink their ammo supply in a depot that may or may not be used by team-mates? That would just be another drain on ammo causing less ammo to be circulated.

Instead:

  • Ammo depots are neutral and locked at the start of the match.
  • Only field ops can unlock them for their team by capturing them (like a foward spawn).
  • That depot will keep supplying ammo to the team until the depot is locked (by any class of the opponent team).
  • Once the depot is locked, it will take a field ops, from either side of the team, to unlock it for his own team again.

This won’t detract from the field op’s function of supplying ammo in game, it will only add another key logistics role to the field ops class.


(.FROST.) #25

[QUOTE=tokamak;454446]Variation on the idea because I think this is less than optimal.

Locked ammo depots.

Why would you want field ops to sink their ammo supply in a depot that may or may not be used by team-mates? That would just be another drain on ammo causing less ammo to be circulated.

Instead:

  • Ammo depots are neutral and locked at the start of the match.
  • Only field ops can unlock them for their team by capturing them (like a foward spawn).
  • That depot will keep supplying ammo to the team until the depot is locked (by any class of the opponent team).
  • Once the depot is locked, it will take a field ops, from either side of the team, to unlock it for his own team again.

This won’t detract from the field op’s function of supplying ammo in game, it will only add another key logistics role to the field ops class.[/QUOTE]

That’s basically what I’ve said above(bottom of pg.1), except that I’ve said, the Engineer* should open scattered ammo crates. I also like your idea that those crates should be capturable by either side, just like the comm posts from Brink.

*(to spread the support role amongst all classes and to let the FOPS further support his team on the frontline)


(tokamak) #26

A same thing could apply for medics but for health posts or covert ops but for passive indestructible HB sensor posts. It’s fun to have such side-objectives and it makes teams fight over areas rather than just being stuck on this objective rails.


(.FROST.) #27

I think we simply need comm posts* like in Brink, maybe even with the option to switch your class. The comm posts were a great universal tool; why change something that’s not broken. Brink is dead, but we(or rather SD) don’t have to bury all the great ideas and mechanics, that came with it.

*dropped, or captured by the engineer, or the FOPS.


(tokamak) #28

That would decrease class diversity considerably though.


(Volcano) #29

What is this com post in brink you speak of? and what did it do


(tokamak) #30

Command posts are stationary devices that allowed players to refill ammo and health, switch classes and weapons. Most of them are available directly at the spawn point and some of them were neutral, placed at strategic spots on the map, they could be captured allowing you to switch stuff up in field.

However, the command posts in Brink weren’t nearly as fun as the ones in ETQW or W:ET. ETQW command posts were fun due to the huge advantage in travel distance they offered and the W:ET ones were fun due to reduced spawn time and because they cat/mouse game that started between engineers and covert ops. Extremely thrilling and that’s what DB needs to have as well.


(nexgen) #31

Felt like players spent too much time at comm post in BRINK… one stop get it all :frowning: A few crates/cabinets located around the maps for engies to construct, they are the builders of the game. Placing them close but not too close to each teams spawn gives the other team a chance to destroy them, c4 maybe Gives assault class a side objective. Then engie has to rebuild. More in game involvement than just spawning and loading up right there (BRINK).


(tokamak) #32

Exactly. Brink command posts were a hassle. They felt more like a water cooler at an office than a strategic asset.


(chippy) #33

Voted no.

I never experienced it to be a problem before this patch. It’s the same situation with the Medics. I’m not a great medic but I really struggle to notice if someone needs reviving or health. Which, I assume, is the reason why 8/10 medics just run past you when you call for a revive. Combine that with the fact that the Fire Support don’t have any indication at all where the ammo is needed… Well, no. I’d say wait until we get proper HUD and/or minimap indications going before testing something like this.


(.FROST.) #34

In one of my first matches of DB, when even Paul Wedgwood still played under his known player-name,Locki, I wrote something like, - it would be great if we’d have some command posts in here, I really miss them - in the chat, and he replyed something like, - yeah, wouldn’t it, wink, wink -. Well he didn’t actually wrote the “wink, wink”, but I’m pretty sure it was meant that way; but maybe I’m just overthinking a random reply here. Long story short, I think they were allready thinking about implementing comm-posts again, at least at that time.


(Hundopercent) #35

In RtCW you spawned with 1 clip as a medic and I rarely had ammo issues. Mostly because players weren’t as brain damaged as they are these days and you could swap guns with your opponents. People need to work out the elbow before trying to have things added that we originally complained about to have removed.


(INF3RN0) #36

This wasn’t at all like the original ammo depots, but as long as the HUD takes care of pub comms then that should be enough.


(Hundopercent) #37

It’s ammo depots none the less and it makes one of the Lt loadouts pointless. The issue isn’t lack of ammo it’s lack of accuracy, hit reg, and weapon feedback. Most players, including myself, are probably spending an extra 5, 10, to 15 rounds per kill because of those 3 things I mentioned. Once it’s tweaked and fixed you will notice you have more ammo.


(INF3RN0) #38

Ammo drop points not really depots in that sense, but the vsay feature “ammo dropped” will be a much simpler way to notify teammates where your dropping packs. My issue was just with FOPS oblivious to people that needed ammo resupply even after spamming vsays asking for it and running to their location. Some kind of non-distracting indicator for teammates low on ammo/health, etc should solve it.

Looking forward to seeing that fixed. Different issue, but still a big one on my list.


(Hundopercent) #39

[QUOTE=INF3RN0;454552]Ammo drop points not really depots in that sense, but the vsay feature “ammo dropped” will be a much simpler way to notify teammates where your dropping packs. My issue was just with FOPS oblivious to people that needed ammo resupply even after spamming vsays asking for it and running to their location. Some kind of non-distracting indicator for teammates low on ammo/health, etc should solve it.

Looking forward to seeing that fixed. Different issue, but still a big one on my list.[/QUOTE]

Understood. This will be fixed in time imo.