New ammo ability idea!


(sgtCrookyGrin) #1

(note: I don’t know if this has been mentioned before and I couldn’t find any threads about it, if you have the information please leave a link as to why this ability is good, bad, or has been mentioned)

I have wondered about this ability since Sparks had a mini medkit, the main concept is that this ability will trade overall amount of ammo for the power of spamming your ability much more frequently.

  1. Regens slightly faster (up to debate) and has more uses (instead of having 4 you get 5)
  2. Gives only one magazine to the weapon equipped when picked up
  3. Thrown faster and flies faster and farther (or has regular ammo pack physics)
  4. cooldown effect from normal ammo pack when thrown directly at someone is applied to whenever you receive the mini ammo pack. (picking it up from the floor will still lower your cooldown on abilities)
  5. cooldown effect percentage is lowered to around %12-%10 instead of the %15 due to balance reasons. (or raised, this is a debatable one I see both problems have if raised or lowered)
  6. (Possible concept) - mini ammo packs gives more ammo (extra mag?) when thrown and landed on person instead of the cooldown, or gives 1.5 mags for both primary and secondary.

What do you guys think? A fire support ability that trades ammo for supportive cool down reduction? Remember that this is an idea that is open to opinions and changes, for now I just want to know what you all think about this?


(PleasantWheat) #2

So if you direct hit someone with one of these minis how much cooldown will it give back? The same as a normal pack or a tad more?

I think this is a cool idea, good job.


(sgtCrookyGrin) #3

It will have no benefit when landing directly, or maybe give more ammo. (notice that the low ammo given and cooldown reduction inadvertently kinda buff each other allowing you to throw more ammo on someone like a Skybro and cut his airstrike by a huge percentage total)


(Naonna) #4

in before there are a bunch on one team with a single area denial merc: do we really want even more stoker Molotovs on the place you’re supposed to be planting the C4?


(sgtCrookyGrin) #5

Like I said, this cool down is up to debate and can change percentages per merc class such as a lower percentage for Fire supports and larger on assaults, medics, and engies.


(Fyrix) #6

Already suggested mini ammo packs before on my mercenary Rascal. My concept was they gave an instant magazine but refilled the chamber.


(sgtCrookyGrin) #7

I see that I went into much more depth compared to you…


(Fyrix) #8

Not really, you just added more outcomes and possibilities. I just had the one idea which I stuck with. I haven’t read them yet so I have no idea how it works but there’s only so much depth you can go into.

I came up with a Mercenary, not an endless combination of possibilities for a ability of a ammunition box.


(sgtCrookyGrin) #9

You do know that’s what depth is? It’s mechanics that have interesting and intertwining ways of working within the game that allow options or limits for a balanced merc/gun/etc.

The smaller magazine count per pack is there not only as a balance factor but it’s a strength as well. With the ability to pick it up from the ground to get the lowered ability cool down effect the regular ammo packs give in a direct hit makes abilities in game more spammable at the cost of lacking efficient ammo for topping off teammates.

The reason I made the mini ammo pack complex is because the game is lacking depth in terms of ammo. You either have ammo packs or ammo stations and the mini ammo pack could be much more than less magazines per pack. I didn’t create a new merc (which we already have enough of now, we need an engie) because the game isn’t lacking in depth with the merc selection. It needs more depth in other mechanics like the medics, the medics have all these ways to heal yet they all use the same defibs excluding Sparks. Same concept with Fire supports, they have all these awesome big airstrikes but the same ammo station and ammo pack.


(Fyrix) #10

That still doesn’t answer or correspond to what I said. I still stand by it, it’s ok. It’s nothing special, not remotely. You’re limited to what you can do. However my idea for a small ammunition pack has as much depth as you do, it’d be wrong to say it isn’t becuase there is only so far you can go so don’t go with the idea you have more depth so it is better, as I cut out most of the bullshit by saying “it works very similarly in line with Sparks mini-health pack”.

When I mentioned my original comment I was very vague, I wasn’t owning the idea, I was just telling you that’s what I’ve done - not that you can’t copy it.

I don’t think cooldowns need to be heavily tampered with. A few seconds as a augment, not drastically changed by an ammunition pack.