Ammo Depots / Health Regen


(ImageOmega) #1

Just wanted to throw up a poll to see what Alpha players are thinking regarding Ammo Depots and Health Regen.

I think it is important to get rid of them both in order to increase teammate synergy/dependency. At least, remove them again, since there’s been so many patch changes and see how it plays out now.

Your vote?


(Maca) #2

I agree that these general mechanics should not interfere with the class mechanics. If health regen is so important to keep new players in, make the medic reviver or something, and take away his healing.
If the medic is supposed to stay like it is now, regen should at least be removed for a test.


(Samurai.) #3

I voted for removal of both.
However I’d like to see a timer on the HUD for spawn waves implemented before/at the same time as any changes would be made to these aspect’s of the game. That way self killing to re-supply can be effective minimizing ‘down time’ rather than random guessing which could leave you with a full spawn just to resupply (wouldn’t be fun for anyone).


(Kendle) #4

No brainer, think you all know my opinion on this, but as you say can we at least not do it as a test, this is Alpha after all.


(Rex) #5

The question about health regeneration has been answered already: Do you want health regeneration?

Furthermore this poll about the ammo depots is stupid, because we didn’t even test them. So how can you judge? :rolleyes:
Didn’t vote anything.


(nailzor) #6

[QUOTE=Rex;439306]
Furthermore this poll about the ammo depots is stupid[/QUOTE]

I think it means the ammo bins that are currently in the game.

Remove both, leave regen for medic only.


(Rex) #7

Oh, maybe I misunderstood it. I’m sorry than!


(ImageOmega) #8

Yes the ammo bins that are littering the map that allow me to Rambo medic. =]


(Rex) #9

Ok, sorry again! Going to vote now. :wink:


(Breo) #10

Still for some reason I don’t like the fact that the medic have the selfhealing ability while other classes have permanent damage (when there are no medpacks). It’s not only about if the medics support their teammates who playing other classes, it’s also about the situation in a 1v1 firefight between a medic and another class, the medic can get cover/run away till their hp is increased and finish the other class with low hp.

I think the new ammo stations are better then the depots because it’s possible to destroy these and has a limited amount of ammo?


(tokamak) #11

Keep health regen. Spread lots of ammo-depots around the map but make them claimable for one team only by field ops. That way opposing field ops player can duke it out over securing vital spots to regain ammo on.


(Nail) #12

get rid of both


(nailzor) #13

Would be nice to see strategies come with removing both, where you HAVE to have a Field Ops to really do anything, or people end up running around with pistols haha


(Hundopercent) #14

If this is going for a team based game feel. Both should be removed and thus increase the value of the Lt and Medic on teams. I would keep the Lt ammo mechanic the same with fully restoring ammo. They also need to make it so it refills the clip that hasn’t been reloaded yet. It’s annoying to pick up an ammo pack reload and still only have 1 extra clip.


(INF3RN0) #15

No other option; http://forums.warchest.com/showthread.php/35535-Ammo-stations-around-map?p=439347&viewfull=1#post439347

Health regen shouldn’t be necessary. I think since medic’s can’t self heal rambo as well we don’t need to worry about this anymore. If anything it should be made clearer on the medic’s hud who needs healing.


(RasteRayzeR) #16

From my point of view without the health regen you lose all possibility to make killing sprees, and without ammo drops, well, you are fukd because you can wait a long time before any field ops comes along you, especially if you are a sniper … i’d keep them both, but change their mechanics (ammo drops less often, health regen a bit slowed down).

But again, this is only re-opening the thread on health regen and this is bad, that thread had like 20 pages of posts to end up with a non-solution.


(tokamak) #17

That’s only true if you’re working in a team of egotistical individuals. SD currently compensates the lack of teamwork with these mechanics thereby removing the need for that teamwork which keeps the game into an incoherent collection of barely related duels.

Nobody here is against long killing sprees. A good game should facilitate that. However, regen and indiscriminate ammo supply is cheating, it’s a substitute for the teamwork that actually should be ensuring those long killing sprees.

What I, and I hope more people here would like to see is a game that doesn’t use these crutches. Remove the crutches and you probably get a worse game but at least then you can see what actually needs changing. At least then you can see where the real issues lie. That’s when the real testing can happen.


(RasteRayzeR) #18

I agree on the fundamental level with you, yet you cannot expect from the field op to provide covering fire in the front and resupply snipers who are located mostly out of the hot zone for example. These mechanisms are not THE answer, but they could add new elements to the game and I believe that’s why SD put them on the maps, it’s a test to see how the data collected from ECHO evolves and if they have a real purpose to be in the game.

I’d love to see some charts (see Marshall Erickson !) on this evolution with ECHO data :wink:


(Protekt1) #19

I voted to not remove health regen because 1v1 versus medic would then be very slanted. I think there is something to say about synergy and dependency but in this situation if the only way to heal becomes a medic, the medic becomes overly dependent. Too much dependency isn’t a good thing.

I voted to not remove ammo pods because that leads to just suicide to restore ammo count. Instead, proper ammo placement can be a better alternative to removing them entirely. But going for an ammo refill at these stations should force the player out of good positioning and should take some time (less time than suicide + returning). This is necessary to make field ops ammo packs worth it and they should remain that way.

This whole suicide thing giving a benefit shouldn’t be. I think suicides should incur the penalty of a respawn timer even in modes that use spawn waves.


(iwound) #20

the ammo crates it has been said are for testing. some will go, some will move.
in the end you may have one in an area that does not get a lot of use.
whereas it maybe a route that is not a viable option for a lone sneak attack, an ammo crate might just swing it as a viable option.
in the end these will be rare and just used as another option to balance a route. it gives the game that one thing extra.

re regen. does anybody remember what it was like before. unless something is done about medics who dont see injured players and give them a pack then it has to stay. i can easily see this as an option comp would want off but then complain they are dieing to quickly and want changes else where.

if you dont want regen, then whats the alternative without causing issues elsewhere.