I will admit the ammo prices for some weapons needs to be balanced a little better.
Just like the Hunting Shotgun. It's
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I will admit the ammo prices for some weapons needs to be balanced a little better.
I think that seeing how KF is a co-op game, people will often need to share ammo. Sharing ammo is a must when playing on mission maps and when using the no-trader mutator.
I propose that players should be able to drop ammo at the press of a button.
When players pick up an ammo crate, they get one full load for each weapon they have.
If a player drops an ammo crate, one load from each weapon should be deducted from the dropper's inventory and placed into an ammo crate that lands on the floor.
When a player picks up the dropped ammo crate, they should receive a full load per weapon they have, as if they picked one up at a normal ammo spawn point.
To prevent exploits, the person who drops ammo should not be able to pick it back up again OR they pick up the amount that they dropped. (The exploit would be e.g. dropping 9mm magazines to restock M79 ammo)
Thoughts? Anything to add or change?
There is no way you're going to coordinate all this within the minute or so that you have between waves!
The simple solution regarding the crossbow: have it start with 8 bolts at $400, and make people actually buy the other 32.
And then the Sharpshooter starts with a boatload of cash at Level 6 unless he gets a new weapon. Fantastic
....I don't get it.I want this made, just so I can use the M14 to drop lots and lots of clips everywhere.
....I don't get it.
This.It's a good idea, but I'd rather be able to drop one magazine (or 10 LAR rounds, 8 pump-action shells, etc.) that counts as one magazine ONLY for the gun you have out when you pick it up.
Makes the concept better.I meant that if someone is to drop, say, 9mm ammo, it would mean that they would drop ONLY 9mm ammo to restock someone's 9mm.
Point taken.And how is dropping ammo in general an exploit? When you drop ammo, you trust people with your own ammo. You lose ammo, so the other player gains extra ammo in turn.
Improves the concept further moreMake the ammo drops worth ONE MAGAZINE and ONLY for the weapon you have out when you pick it up. Then it would be balanced, and would contribute to the co-op gameplay.
You are right. But underpowered and underpowered. It just lacks of ammo, which this could fix, though that 2nd quote I made would conflict with this.It is a good idea, and it would make the LAW less underpowered if players with an abundance of ammo (like dual assault rifle commandos or M14 SS) sacrificed a bit to keep the rocket launcher guy resupplied.
If you were going for realism you could have the exact type of ammo drop. That way there wouldn't be any ammo transmutation and people with similar ammo could share across perk lines. For example an M14 user could give a SCAR user ammo or someone with an M32 could resupply an M79 user, but if you're using a unique weapon like the crossbow you'd be on your own unless someone else also has one.
Connect this with the quote above and you got a even better concept."... they could reduce the amount of ammo held by each weapon. Then it creates the problem where these crates are TOO vital, and any team without a Support Specialist is completely crippled. As a result, you'd end-up seeing just as many Support players as there are currently Sharpshooters; which is to say, at least 3 per server"