Ammo Depots / Health Regen


(Kendle) #21

The problem with theorising about what removing ammo racks and regen might mean is that it’s already been done (RTCW) and the things that people fear may happen, didn’t. As long as you move around the map as a squad, which contains a Medic and a F/Op, you should never run out of ammo or health. The current mechanics allow you not to do that, and is the single biggest obstacle to team-work in DB at the moment, IMHO.

The point about Sniper, and how a F/Ops on the front line would re-supply him, is fairly moot. How does an ammo rack no-where near the Sniper’s location re-supply him?


(Raviolay) #22

Remove ammo stations, remove health Regen & ammo pickup of bodies, lower the the starting ammo counts. Revert to older healing mechanics, increase the amount of throwable packs for both ammo and health. Lower the medics HP compared to the other classes, decrease the strafe and backpedal speed of the all other classes excluding the medic. Rant end…


(Valdez) #23

Why???


(Rex) #24

Decrease??? I hope that was a typing error.


(Ashog) #25

keep both, optimize ammo depot positions on maps.


(Evil-Doer) #26

Curious, why an where you came up with that? I’m with Rex, TYPO?


(INF3RN0) #27

Any other suggestions about how to improve or change the ammo stations without just removing them entirely?

Also what if regen functioned differently? I see regen with short spawns not really mattering, but with longer spawns it could become a big problem depending on the time it takes to regen. Maybe it doesn’t kick in for a longer time and only heals up to 25-50-75hp mark in intervals? Most people would be better off killing out if they couldn’t find a medic anyway because you would be wasting more time waiting for regen than getting a direct heal, so I don’t even know if regen is even necessary in that aspect. It could still just be an unnecessary and non-issue feature that just exists even though it’s mostly pointless.


(en2ie) #28

I would suggest keeping the ammo bins but placing them in a non-combat place of the map, so you have to run back from the battlefront to restock.


(Valdez) #29

[QUOTE=INF3RN0;439604]Any other suggestions about how to improve or change the ammo stations without just removing them entirely?
[/QUOTE]

They flat out do not need to be in the game for all the reasons stated. SD is worried about easing a new players first experience with the game, yet they do not look at the most important thing that turns new SD players off immediately. New players to an SD game want to be able to kill something that they hit(this is how every other game is these days). So my opinion on the worthless ammo boxes and regen is to get rid of the damn things. If they are so concerned with other new gamers then look at the TTK, it is currently way too high. What I would suggest is something between COD and DB, that would hopefully be something that we could remain happy with and not alienate all current non SD gamers. I am sure a lot of people will disagree with this but for the benefit of SD this is the best option.


(INF3RN0) #30

Bumping this idea I posted in another thread for feedback.

“Ammo stations” are placed at specific locations on the maps. These locations are mostly behind the front line and act mainly to resupply players during idle firefights. Advancing to the obj however requires direct interaction from the FOPS for continued resupply. These bins are empty until filled by a FOPS. The FOPS interacts with the bin and transfers all their ammo packs into it over X amount of time.

Some further thoughts/options.
1. The ammo station has a max ammo capacity
2. The ammo in the bin expires after X amount of time
3. Filling an ammo station results in a consecutive longer c/d on ammo pack regen for fops
4. Ammo stations can be sabotaged by an enemy class (soldier/engineer/covert?)
5. Ammo stations resupply at a slower rate


Side note:
The same could apply to medics with interactive “health stations” in a similar manner. This would also negate the need for basic regen to cope with poor comms on pub.


(Humate) #31

Wait, doesnt fops3 have ammo station deployables dangling from his thighs?
I’m assuming they will end up removing the map specific ammo stations, in favour of this ability.

As for reducing team-play in competition, I guess it could be set so it doesnt auto-build (engie works with fops to build).


(Raviolay) #32

What I find funny is that you all home in on this, if it was increase the Medic would never be able to, survive to fulfill his role with lower HP or get away to restock his health. Also that whole post I put down is a horrible idea in any case, as it pretty much means a rollback to a older build with health regen removed.


(Evil-Doer) #33

This is specifically what I’m targeting. What makes you want this?


(RasteRayzeR) #34

One of the things I love in Db is the movement speed, don’t nerf that please … it’s so awesome to have a FPS where you can run fast like that, remembering the old days of the FPS, snifff


(maxxxxlol) #35

DB is fast for you?


(Dthy) #36

Well compared to the norm of FPS’s nowadays (Call of Duty: Modern Black War at World Ops Warfare 23, Battlefield whichevernumberitis, CS:S/GO can’t remember any others) it’s faster.


(Raviolay) #37

Well for a start it would not be by a great margin with strafe, he would just have a much faster backpedal. what it would do in my eyes is with the medic having lower health. It would give him a edge in avoiding damage so he can get to doing what medics do. Given the crummy gun he carries he needs some sort of edge otherwise he is going to be trampled on, self heal for no. Having lower health by a factor of a say a quarter less than the other classes even with the old heal mechanics, having no mechanical advantage to escape I think would make him useless.

You could just increase everyone and just make him a little faster, game speed was never the issue.


(INF3RN0) #38

[QUOTE=Raviolay;439788]

You could just increase everyone and just make him a little faster, game speed was never the issue.[/QUOTE]

I think that’s more of what they wanted to hear.


(RasteRayzeR) #39

I discussed with Tschaims_Pont, and he had this idea about the drops that they should be in a safe that only the covert op can open by hacking it, thus releasing either a limited number of ammo packs, or giving ammo packs for a limited duration of time. So this objective can become hackable again after a cooldown.

Doing so gives new secondary objectives to do, limits the number of ammo packs available, and still enforces team work ! WIN-WIN


(INF3RN0) #40

@ Raster

My main problem with how it works now is that they are just there by default at all times and require no player action. If they functioned as secondary objs and needed consistent attention like your saying that would be much better.