"Looter" augment - doesn't drop enough sniper ammo


(ProfPlump) #1

I use the MO22 loadout for Vassili sometimes and I really like it when I can take advantage of its “Looter” perk (it causes ammo/health packs to drop from medics/fire support enemies as you gib them). The small health packs you receive seem to be quite helpful and I think they heal just the right about to not be overpowered but to still make a difference in a pinch.

However, when you receive the small ammo packs as Vassili they only give you THREE bullets for your MOA, that’s all. This is really frustrating since MO22 does tend to run out of ammo a lot more than MO11 (which has the Spares augment for extra ammo), and when you take a risk to run out and grab the valuable ammo from your opponent, it’s really disappointing when you only get three bullets in return.

Could be buff the amount of bullets that these small ammo packs from Looter give to the MOA/FEL-IX up to at least 6 bullets per pack?


(tropicalDirector) #2

Firstly, you can’t always rely on your augments.
Secondly, learn where all ammo-boxes are.
Thirdly, learn the combo V-2-2 for ammo and spam them at skyhammer, arty, etc.
Finally, this is a team-based game. Not Sniper elite III.

Soz if I offended you.


(Dawnlazy) #3

I think that looter could use a buff, it’s a pretty disappointing perk. How about +5 hp from the medpacks and a full mag from the ammo packs rather than just half of it? Spending more than half of a mag to kill a player isn’t very unusual, but spending a full mag is more rare, so you could sort of turn in a profit from killing fire support mercs.


(ProfPlump) #4

[quote=“tropicalDirector;77337”]Firstly, you can’t always rely on your augments.
Secondly, learn where all ammo-boxes are.
Thirdly, learn the combo V-2-2 for ammo and spam them at skyhammer, arty, etc.
Finally, this is a team-based game. Not Sniper elite III.

Soz if I offended you.[/quote]

I’m pretty sure you’re trying to make me angry, but just in case you’re not-

Yes, I shouldn’t always rely on my augments, but having augments that make a noticeable difference in game makes the game more interesting - so that’s why I want the Looter perk to be a bit more effective.

Of course I know where the ammo boxes are, it’s just not always convenient to have to go over to them - like when you’re defending the final objective on Chapel, Underground or Trainyard the boxes can be very difficult to reach.

Of course I ask friendly fire support mercs for ammo - but quite often they’re thick as fuck and don’t drop any.

And what do you mean “this is a team based game, not Sniper Elite”? First off, it’s clear that you’re trying to get a reaction out of me by being a condescending dick. Second, there are some aspects of Dirty Bomb that are team-based and some that are individually-based and there’s nothing wrong with that, as long as all the team-based abilities are used to help your friends whenever possible. You shouldn’t just nerf all non-team-based augments just for the sake of it. That’s idiotic - there’d barely be any augments left.


(ProfPlump) #5

The strange thing is that you do get a decent amount of primary weapon ammo if your primary is an Assault Rifle or SMG - it’s just that for the snipers you only get 3 bullets which is almost nothing considering the cost of having to run out of cover and reach the dead body of a fire-support player.


(spicyHarp) #6

[quote=“ProfPlump;77391”]
The strange thing is that you do get a decent amount of primary weapon ammo if your primary is an Assault Rifle or SMG - it’s just that for the snipers you only get 3 bullets which is almost nothing considering the cost of having to run out of cover and reach the dead body of a fire-support player.[/quote]

Small ammo packs dropped by looter gives 50% of your mag. So you get 6 x 50% = 3 rounds.
Same goes to every other weapon.


(ProfPlump) #7

[quote=“spicyHarp;77561”][quote=“ProfPlump;77391”]
The strange thing is that you do get a decent amount of primary weapon ammo if your primary is an Assault Rifle or SMG - it’s just that for the snipers you only get 3 bullets which is almost nothing considering the cost of having to run out of cover and reach the dead body of a fire-support player.[/quote]

Small ammo packs dropped by looter gives 50% of your mag. So you get 6 x 50% = 3 rounds.
Same goes to every other weapon.[/quote]

…really? When I use the M63 loadout with skyhammer I barely ever need to drop ammo for myself because of how much I pick up from dead opponents with Looter… Maybe someone kept resupplying me without me noticing…


(CCP115) #8

The looter perk on a sniper is quite a funny one anyway. If you get a long range kill on a med, you are pretty much helping the enemy, as you just gave them a free health pack. Not a bad augment, it’s just odd.


(Amerika) #9

Well, you should be using MO11 anyway as it has Focus which is pretty big for Vassili even with the reduced aimpunch after the last patch. Also, it has spares which counters for 2 loots without you even needing to kill and then go run and collect :slight_smile:


(ProfPlump) #10

I said “sometimes” I like to use MO22 - I do have MO11 in Silver, but I have MO22 in Cobalt, so that’s why I use it. But I honestly think that the MO22 is just as viable as the MO11.


(Grave_Knight) #11

I figured Looter on Vassi was more for the benefit of teammates than your own. Skyhammer near death and an enemy medic is near him, HEADSHOT, healing for Skyhammer.


(K1X455) #12

Looter only drops half a magazine load.


(ProfPlump) #13

but in that sense it’s just as likely that you kill a medic and drop a health pack for your another enemy player.


(Grave_Knight) #14

but in that sense it’s just as likely that you kill a medic and drop a health pack for your another enemy player.[/quote]Yeah, and right into your line of fire. Get them fast enough and Skyhammer still has a health pack.