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Poacher

Transferable ammo

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Would be really good for commanders to be able to re-balance Squad ammo.

It's a frequent problem that a couple of members of a squad would run out of ammunition before the others making it inconvenient to return to the nearest FOB ammo point for the entire squad and often forcing a split callsign which goes against the teamplay ethic of the game.

 

A big problem I've frequently found is riflemen running out of grenades quickly in an urban scenario with the only solution being to change the order of units repeatedly. IRL a supply of grenades would be pushed forward from the QM's group and other section members.

 

I would suggest a few different solutions bearing in mind the aim is gameplay over realism:

  • An Arma - style kit system whereby people can drop magazines and equipment on the ground or place it into another character's backpack. Further mods to Arma allowed magazines to be refilled from loose and boxed ammo as well as from other magazines based on a timer system. The pros of this are obvious, the cons would be that it could become overly-milsimmy and complicated.
  • An America's Army (2.0 back when it was good!) style system whereby players could drop a grenade or rifle magazine which could be picked up by other players. This would be time consuming to do at any large scale but probably the simplest.
  • A Far Cry 3 style "search the dead" system allowing players to recoup the remaining full magazines and grenades up to starting capacity from a fallen friendly unit.
  • A system where the squad leader could perform an automated "Ammo balance" on squad-mate's within a certain radius if not under immediate threat.

 

IRL - the 2IC and Pl Sgt's group would carry additional ammo which would be redistributed according to requirement during the regroup(section)/reorg(platoon/company) phase of an attack.

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running out of ammo is something to be proud of...unless you were shooting at nothing :)

Its like saying; I have lived long enough! 

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On 11/1/2016 at 3:36 PM, Catindabox said:

Endless grenade spam... just what we need...

not necessarily UNLIMITED grenades but a way to resupply and re-balance loadouts to add realism. IRL grenades are used in almost every room during urban ops. Perhaps the SL or 2IC could use a drag and drop system to rebalance ammo among nearby squadmates?

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13 minutes ago, Poacher said:

not necessarily UNLIMITED grenades but a way to resupply and re-balance loadouts to add realism. IRL grenades are used in almost every room during urban ops. Perhaps the SL or 2IC could use a drag and drop system to rebalance ammo among nearby squadmates?

Yeah but in the game that would just result in frustration and a lack of teamwork since everyone would be scattered by constant explosions

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9 minutes ago, Catindabox said:

Yeah but in the game that would just result in frustration and a lack of teamwork since everyone would be scattered by constant explosions

they'd learn to keep wider spacings pretty quick then ;)

I'd still suggest keeping it limited to 2 per rifleman but should be able to resup from an ammo bag or each other something more often as fob is often five grid squares away by the time ammo runs out.

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12 minutes ago, Poacher said:

they'd learn to keep wider spacings pretty quick then ;)

I'd still suggest keeping it limited to 2 per rifleman but should be able to resup from an ammo bag or each other something more often as fob is often five grid squares away by the time ammo runs out.

Grenades simply shouldn't be resuppliable by ammo bags or if they are, only 1 in the bag and like 9 mags.

 

Btw their spacing would be all lone wolfs. The point is that nade spam takes almost no strategy and reaps huge rewards regardless of how well the enemy responds, either by decimating them, spreading them out so they can't effectively work together, or confining them to buildings where they can't do anything else. 

 

Fortified FOBs would be turned completely obsolete by becoming massive meat grinders for the enemy to use against them- which is already an issue as is.

Edited by Catindabox

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On 2016-11-04 at 1:02 PM, Catindabox said:

The point is that nade spam takes almost no strategy

Let us remember when you use grenades, to clear out a building/bunker or over a wall or building.

Complaining about the use of grenades is silly. How do you feel about grenadiers? Their entire goal is ruining your day by launching grenades at you.

 

For hand grenades to be useful at all you have to get close enough to actually be in throwing distance.

 

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2 hours ago, Rybec said:

Let us remember when you use grenades, to clear out a building/bunker or over a wall or building.

Complaining about the use of grenades is silly. How do you feel about grenadiers? Their entire goal is ruining your day by launching grenades at you.

 

For hand grenades to be useful at all you have to get close enough to actually be in throwing distance.

 

...that's what makes his role so important. You also need much better positioning and somewhat-direct line of sight with the GL since you can't just lob it a couple meters over a wall into an FOB like frags. 

 

In urban maps or most objectives it's about not having a line of sight and lobbing over walls. Not to mention if the grenadier could keep resupplying close to the front lines he could just pummel the enemy until the rest was close enough to spam nades, lol.

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problem here is no real life tactics work without a grenadier (hand) being able to throw multiple frags. If they've got to assault more than one position, makes it impossible. Arma caters for this well by requiring ammo resupplies to be delivered and issuing a weight/space penalty for carrying extra mags. During assaults/room clearance, they are "posted".

An ammo bag that can be carried and dropped once by an individual and passed on to another with a grenade carried at one time limit would balance this no?

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