- Players who supply Ammo are now rewarded Fire Support XP, which is a bonus based on the amount of the Combat XP the recipient gains for the next 10s
- Reduced XP given when providing Ammo to 10XP per magazine (from 30XP)
The above change means that whoever supplies the other players with more ammo, gets less experience than what they used to get. In fact, in order to get at least some experience from your support ability, you are supposed to throw the extra ammo at the start or during firefights. Not before, not after. This means that instead of having one extra gun by your side, you got someone trying to snipe out ammo boxes at their moving teammates, or constantly re-deploy their ammo stations. And unlike revives or healing, you are not really acquiring or maintaining an extra gun on your side. What you get is a sitting duck handing out ammo that you probably won’t even get to use before the enemy has you outgunned.
Thus the big question is, why would anyone bother to throw out the extra ammo anymore? Especially when the primary class abilities of Skyhammer, Arty, and Kira all require open skies to use, and preferably that there is also an EV to stop.
For example, why would you bring a Skyhammer to Underground, when Fragger has access to the same gun, more health, and a granade that you can actually cook ? What of Kira and Arty, when both Vasilli and Redeye actually got more useable abilities and even better long range gun selection?
Not to mention how that mercenary slot could be used for something else entirely, for example a Nader, Fletcher, or even a Rhino as the primary means of stopping the EV. And these three mercenaries will serve a purpose on all maps. Or perhaps a medic since few random revives will get you far more support experience than what you get from the ammo boxes.
As for the recent addition, Stoker, the molotov can be used everywhere, but it will take some time until all people have gotten it. (People might spam their credits on those cases in hopes of their one lucky containment card.) And even then, his ammo station works best when you are defending an objective. For example just like at the end of the Chapel map, hidden behind the big rock, just like Aura’s healing station.
The sad thing is, ammo is still as important as ever. If you run out of it; you are forced to use your secondary against freshly spawned enemies and so accuracy and rate of fire might not be in your favour anymore.
But as for rolling out with a mercenary to supply it, you are not really getting much out of it anymore. Thus it depends on someone being a kind soul, but this is a ‘competitive’ kind of game where you play against your opponents, and try to out do your team mates. Why give out ammo for nothing, when you yourself could get a better score playing as something else?
And personally:
Would I drop ammo packs at spawn for 60~ exp a piece?
- Sure.
Would I drop ammo packs at spawn for 20~ exp a piece?
- Nah.
Would I beeline through the map to give that Fragger, Fletcher, Sawbones, or Phoenix more ammo for 90-120+ experience points?
- Sure. (I think I once got something like 208 points of experience.)
Would I beeline through the map to give that Fragger, Fletcher, Sawbones, or Phoenix more ammo for 30-40+ experience points?
- Nah.
Now, I honestly hope that the ammo experience change will be reversed. But in the meantime, this is not The Containment War for me, it is an Ammo Deficiency War.
Thoughts, comments?