Dropping ammo

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Compass

FNG / Fresh Meat
Aug 30, 2010
383
101
0
The simple solution regarding the crossbow: have it start with 8 bolts at $400, and make people actually buy the other 32.
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
0
Scotland
Yeah, this way I can buy an M14 and drop enough ammo to start WWIII :rolleyes:
There's probably be some way to balance it, but it seems like a lot of work.
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
at the price they are now? Holy crap! But i guess if you actually want to raise the price of the crossbow you might as well raise it instead of buying a weapon with no ammo and spending 480 to fill it up.
 

timur

FNG / Fresh Meat
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

Yes, just because I always end up using my AA12 ammo since teammates will only attack scrakes until youve just about killed them (at least when I play)
 

Vaecrius

FNG / Fresh Meat
Aug 2, 2010
633
131
0
Burnaby, BC
members.shaw.ca
This is all terrible!

There is no way you're going to coordinate all this within the minute or so that you have between waves!

There is money and selling of weapons for a reason!
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,010
1,281
0
There is no way you're going to coordinate all this within the minute or so that you have between waves!

That is a very good point. If something like this was implemented, it would be used the exact same way stocking weapons are used. People stacking tons of ammo before the wave starts so people can grab what they need as they need.
 

Compass

FNG / Fresh Meat
Aug 30, 2010
383
101
0
And then the Sharpshooter starts with a boatload of cash at Level 6 unless he gets a new weapon. Fantastic :(
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,010
1,281
0
And then the Sharpshooter starts with a boatload of cash at Level 6 unless he gets a new weapon. Fantastic :(

Yes, my ultimate plan was for the Sharpie to be able to spawn with more cash than every other player. Wow.

I think sharpie should probably spawn with cannon or LAR at 5 and spawn with armor + same weapon at 6.
 

CA_Hiro

FNG / Fresh Meat
Nov 20, 2009
176
23
0
29
Denmark
Bumb, bumb, bumb...

I think people need to think this idea through one more time, 'cause IMO, I think it's a great idea.

I'll just quote what has been written already:
(Prepare for long post)


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.
This.

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.
Makes the concept better.

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.
Point taken.

Make 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.
Improves the concept further more

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.
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.

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.

Improves much?

"... 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"
Connect this with the quote above and you got a even better concept.