More ammo for the AT gunners.

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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
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It's less the carried ammo and more the inability to get any more that bugs me.

Going after the Pz4 for me, it's usually one magazine to find a sweet spot, and another magazine to actually kill it, assuming you're lucky enough to get an angle where you can even get a penetration on a sweet spot. After that, you're basically done, because even resupply points don't refill you, so it's time to suicide with a grenade rush.

All this and you also get to be defenseless against infantry. You don't dare waste your precious ATR ammo on them, so you'd better hope someone drops a rifle for you...at which point you get to run even slower. Yay!
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
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Canadian in Australia
It's less the carried ammo and more the inability to get any more that bugs me.

Going after the Pz4 for me, it's usually one magazine to find a sweet spot, and another magazine to actually kill it, assuming you're lucky enough to get an angle where you can even get a penetration on a sweet spot. After that, you're basically done, because even resupply points don't refill you, so it's time to suicide with a grenade rush.

The ammo crates do resupply you, however there is still a remaining glitch that resupplies all your weapons, except your ATR.... which can be annoying, but if you wait around or go shoot some enemies with your pistol and then come back after the resupply cool down is finished, it does resupply you.

Sometimes I have to wait around for a minute if that glitch hits me, but I do get my ammo the next time it resupplies and then I'm back into the game without having to suicide or run out in the open to be shot.

All this and you also get to be defenseless against infantry. You don't dare waste your precious ATR ammo on them, so you'd better hope someone drops a rifle for you...at which point you get to run even slower. Yay!

One shot with the ATR in any part of the enemy's body kills them instantly.... shoot them in the head and their head vanishes into a red mist..... if you need to, switch to the pistol at close range. The pistols are far more effective in RO2 than they ever were in any of the previous RO's..... and has saved my arse a number of times as an Anti-Tank or Riflemen on Relaxed.

I think there should be one additional clip of ammo for the ATR, but no more than that.... it should be just enough to reduce the amount of times the player has to trek all the way back to a resupply area.

Otherwise.... conserve your ammo and only use them on close/medium targets you know will produce a critical hit..... be that vehicle or troop.
 

Richey79

FNG / Fresh Meat
Dec 13, 2009
512
202
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Otherwise.... conserve your ammo and only use them on close/medium targets you know will produce a critical hit..... be that vehicle or troop.

This suited RO:Ost's gameplay, but not this game's.

Everyone except the anti-tanker has an effective run-n-gun weapon against infantry. Most servers just disable tanks. It can be quite fun to snipe infantry with the AT rifle on Pavlov's house, but really it can't do anything (useful) that the bolters can't. You certainly don't have enough ammo to be blowing away wooden boards from windows.

It's a class I enjoy playing as a change, but you're seriously disadvantaging yourself by choosing it at the moment.
 
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DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
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Australia
www.desiquintans.com
I agree. Two more clips would do it, or maybe one more clip and less of a cooldown on the resupply. Sometimes I prone in front of the ammo dump and it magically refills my magazine, but doesn't give me any extra ammo. Very annoying.
 

Baine

FNG / Fresh Meat
Aug 2, 2006
196
39
0
If you have your empty AT gun and want to resupply, you need to drop it in front of the ammo supply box and then pick it up again. After that you can reload just fine.
 

W4lt3r

Member
Sep 24, 2011
54
9
8
As far as I know, infantrymen didn't carry AT rounds, though. I have no objection to it, but other more history-minded people here might.

I am aware it would be unrealistic but it would encourage teamwork a bit more.
I guess this could be switchable option for server admins maybe?
Or then it's active on Relaxed realism and then on hardcore / Realistic it would be off.
 

[TORO]Patosentado

FNG / Fresh Meat
Aug 15, 2011
175
32
0
Spain
If you put it realistic the 14.5x114 cartridge is HUGE and carrying that must be a nightmare...
IRL AT rifles were carried and operated by a TEAM, one acting as ammo carrier/assistant/spotter, and in some occasions the weapon was split in 2 and divided to be carried. So the idea of externa ressuply as for the MG would be nice.
 

Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
0
The sewers of Leningrad.
This is where squads should come in. People that are in the majority MG squad can give MG guys ammo and the people in majority AT squads can give AT ammo. This makes sense and would put squads together better. It would solve the issue of making it seem that every soldier carried MG ammo.
 
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Kommando_Nob

FNG / Fresh Meat
Oct 11, 2011
25
1
0
It's less the carried ammo and more the inability to get any more that bugs me.

Going after the Pz4 for me, it's usually one magazine to find a sweet spot, and another magazine to actually kill it, assuming you're lucky enough to get an angle where you can even get a penetration on a sweet spot. After that, you're basically done, because even resupply points don't refill you, so it's time to suicide with a grenade rush.

The resupply points do actually refill you, the problem is the first time you go to a resupply point it will give you a satchel charge and not any ammo. What I end up doing is going to a resupply point at the start to get my satchel charge and then later when I return it will give me ammo.
 

Luckless

FNG / Fresh Meat
Aug 28, 2011
250
97
0
I would really like to see an option to be able to pickup extra ammo for the MG or Anti-tank gunner, and run it back to them. Maybe even being able to build "mini-ammo dumps" around the map at key locations. (Limited by ammo type. If you wanted to supply an MG, Anti-tank gunner, and an SMG, you would have to grab all three types and bring them to the new location. The ammo wouldn't switch magically.)
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
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Canadian in Australia
This suited RO:Ost's gameplay, but not this game's.

Everyone except the anti-tanker has an effective run-n-gun weapon against infantry. Most servers just disable tanks. It can be quite fun to snipe infantry with the AT rifle on Pavlov's house, but really it can't do anything (useful) that the bolters can't. You certainly don't have enough ammo to be blowing away wooden boards from windows.

It's a class I enjoy playing as a change, but you're seriously disadvantaging yourself by choosing it at the moment.

I would have to disagree and usually when the class is available on such maps as Pavlov's House and Fallen Fighters, I pick it.

Riflemen have the mobility, they have the speed, they have the range, but it can still take more than one shot to take an enemy down and they're useless against tanks..... not to mention the lack of penetration of the rifle rounds on some objects.

The ATR has the ability to one-shot kill infantry, they can shoot through most objects to hit their target with that one-hit kill...... they have the firepower against tanks & other future vehicles, and the bullet drop of the ATR is basically nonexistent, thus greater range than the bolt rifle.

Both the AT Class and Riflemen can be decent at both Defense and Offense, however Riflemen are better off as offense than AT guys and AT guys are better at defense due to firepower and range, in that they can take down the enemy at longer ranges, with one round, and can put up a fight against armored vehicles.

And again, if I need to, I can switch to the pistol and easily dispatch enemies at close/medium range.
 

Eug_C

FNG / Fresh Meat
Jun 7, 2011
85
30
0
these rounds are pretty heavy! cumbersome too.
not too realistic to have them carry much more or more at all.

and i don't think regular infantry carry ATR rounds, so being unable to resupply is realistic
 

skullman86

FNG / Fresh Meat
Aug 7, 2011
284
69
0
The resupply glitch/feature is the only problem with anti-tank IMO (actually, this is an issue for a lot of kits and weapons).
 

DAT

FNG / Fresh Meat
Dec 3, 2006
545
159
0
Fort Sill, OK
Yeah the resupply glitch is annoying. I am sure it will get fixed in the future. In the mean time will just have to patiently wait (30 secs?) by a ammo point for resupply to reset.
 

skullman86

FNG / Fresh Meat
Aug 7, 2011
284
69
0
Yeah the resupply glitch is annoying. I am sure it will get fixed in the future. In the mean time will just have to patiently wait (30 secs?) by a ammo point for resupply to reset.

It resets? I've never gotten anything out of waiting; I usually just ditch whatever gun I'm trying to reload and go hunting for a new weapon.
 

DAT

FNG / Fresh Meat
Dec 3, 2006
545
159
0
Fort Sill, OK
yes it will give me a demo charge first then I run around for like 15 secs or more then come back and it usually gives me ammo, annoying for sure