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Dropping ammo

C_Gibby

Grizzled Veteran
Jan 18, 2010
7,193
2,714
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? :D
 
1. Buy M79, which only weighs 4kg and have 24 'magazine' of reload
2. Buy your normal gun
3. When teammate need ammo, drop your normal gun, drop upto 24 ammo crates
4. Pick up your main weapon and continue to shoot

lol yea, this idea would definately need some polishing before it could be implemented.

I think it would be better if Support Specialists could buy some sort of ammo packs from the trader which he could then drop to his teammates or to himself if needed. They could take up one or two slots of weight too. And obviously there would be a limit of how many boxes he can carry, perhaps determined by his level. Something like, level one could carry 1 ammobox, and it would increase by one box each level, so lvl6 would have 6 boxes. Or is that too much??

But oh well, I doubt TW is ever gonna implement this.
 
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I think either it would have to be everyone can drop a small amount of ammo boxes, and they would be exactly like the boxes you find in game (maybe with a different graphic so people know it's from a teammate), or a certain class should be able to do it (Support Specialist anyone? ;))

If it were made to where you dropped ammo depending on your current weapon, that wouldn't work out half the time. Sure it would be nice for the 9MM since everyone has it, but it would be useless for a Firebug to drop ammo for a flame thrower when only he's using it, or a Commando to drop SCAR ammo when he's the only person carrying a SCAR, etc.

But I think it would be pretty cool to get this implemented in somehow, it would have to have limitations, I think it would be too over powered if you have 3 Support specialists level 4-6 dropping ammo packs left and right with out having to go to the trader for 8 rounds straight.

Perhaps make the ammo box for Support Specialist a permanent thing, like the welding/medic gun, and when used it would "stay" on the ground for, lets just make a number up, 30 seconds, and every 5-10 seconds it replenishes whoever is standing on/near it. And has a 2-3 minute cooldown, like the medic gun/welding gun (I know medic & welding gun isn't 2-3 minutes, just using as an example).

We can build on this idea!
 
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Somehow I must say that I agree. I do believe that dropping your bullpupammo to someone who needs it could be very fair. While buying crates and dropping them could increase the spamming of certain weapons (demo anyone?), well I don't know. I just don't feel it's worth the risk of breaking something.
 
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Yes to drop ammo. But I think that if I drop one bully clip, it should contain one bullyclip and nothing else.

This. It'd be too OP for players to spawn the generic ammo box.

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At a bare minimum, we should be able to drop 9mm ammo.
There have been so many times where a teamate, usually a late-joiner, runs out of ammo and all I have to spare is my 9mm... except we can't drop 9mm.

I understand why we can't drop the 9mm, because Tripwire wants you to always have a basic gun; but If I'm willing to share the ammo, that's my decision.
 
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If they do this, then I believe that they should reduce every weapon's ammo capacity and remove those ammo box spawns to balance it out.

Also, maybe you can select a specific ammo to drop that you currently carry. (Reference to Zombie Panic Source's method of dropping ammo.) Of course, only for the ammo of weapons that you're carrying that is.
 
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I agree with Fluffy here, and thus I really wouldn't want this on a public server - managing the different ammo types and drops and who needs what and who's being a dick (I'm sure we've all met the SS who begged for money after wave two) is going to be very tedious when you have to do that for not just cash but several ammo types. [EDIT: and it's not just "several" - my understanding of how the game works, every weapon has its own ammo type.] Getting everything ready before the next wave would likely end up with everyone alternately dying and levelling in medic berserker early and often.

I think the way it is now is perfect, as far as gameplay goes - ammo is abstracted away as a resource tied to your weapon, picking up an ammo box is always a surprise and a gamble with opportunities and risks to both you and your teammates, and you actually need to regroup at the trader instead of ferrying huge amounts of ammo to your favourite campground after a profitable early wave.
 
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Well, i think dropping ammo would be a cool idea.

I once started a thread called "Active perk powers" where i was suggesting Support's active power would be to drop Ammo boxes.

Could also be just like HaTeMe suggested though, that you could buy Ammo Boxes (not only Support) at the trader. They could weigh one slot, and if you are a Support Specialist you could carry a max of 3 boxes, in a similar way to Pipebombs (meaning wether you have 1 or 3, it still only weighs 1 slot).

So:
Support - Ammo Box with 3 charges.
Everyone else - Ammo Box with only 1 charge.

To add this though, all perks ammo need to go down a bit (with the exception of maybe just the Shotguns lol. They don't have much ammo anyway)
 
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But, what the makes KF really dam exciting is the idea of running out of ammo in the middle of a wave and having to fend off the hoard with the M14 from the first guy the fleshpound killed earlier.
Fix'd. :p


And Aze's last post just makes me even more convinced that ammo-dropping would really, badly hurt the gameplay.
 
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