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IRC Discussion Saving - New Ammocounts 
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Joined: Sat Jul 03, 2010 11:03 pm
Posts: 1065
Location: British Columbia
Post IRC Discussion Saving - New Ammocounts
So the concept of having finite ammo in a game is often a means to balance out weapons, discourage trigger-happy people from spamming, encourage the use of multiple firearms in fights, and many other effects that generally make the game reward smart people and punish stupid people.

Here's the thing though. That concept doesn't really exist in AOW.

Seriously.

For an example, you can fire nonstop:
A SSG for 34 seconds striaght
A Minigun on primary for 27 seconds
A Shock Rifle for 40 seconds
A Laser Chaingun for 33 seconds
A Gauss Rifle for 42 seconds

And though this idea might seem pretty dumb overall, think about it. Those numbers are even without ammo regen. Who the hell even needs to use 400 minigun bullets in one go, or 40 gauss slugs, or 50 shotgun shells? If that's the case, why are there even ammo packs around the map if you're never even going to use half your ammo? That basically means they have no reason to even be there (aside from stealth energy).

I don't know, but it's just a thought I had. It might not be a gamebreaking problem but it's something. I dunno, but let's see...

  • 32 Shotgun shells [Currently 50]
  • 32 Rifle rounds [Currently 50]
  • 30 Gauss slugs [Currently 40, but it needs a lot of ammo for altfire so I'm trying to be forgiving]
  • 32 Grenades [Currently 40, the weapon is M1'd enough and if they want they can get ammo packs after each barrage]
  • 15 Missiles [Currently 15, they fire slow enough and are powerful enough to warrant low ammo)
  • 10 Plasma cannon charges
  • 20 Massdriver shells [Currently 30, despite their wide usage you still never even need to care about running out or not]
  • 120 Chemspray units [Currently 200, if its damage gets buffed 120 would be justified]
  • 180 Flamer units [Currently 400]
  • 120 Tib Autorifle darts [Currently 120, this weapon is actually somewhat reasonable]
  • 320 Pistol/SMG rounds [Currently 400]
  • 320 Machinegun/minigun rounds [Currently 400]
  • 200 Shock rifle shots [Currently 400, it's an incredibly powerful weapon and 200 at least lets you net a few kills before having to get more ammopacks]
  • 24 Sniper rifle boolits [Currently 40]
  • 300 Plasma rifle shots [Currently 300, not sure what to do with this since it kind of needs to be spammed to even work well]


Thu Dec 22, 2011 12:28 pm
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Joined: Tue Nov 23, 2010 2:04 pm
Posts: 645
Location: Serbia
Post Re: IRC Discussion Saving - New Ammocounts
Sounds anti-camping to me!


Fri Apr 27, 2012 2:59 pm
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: IRC Discussion Saving - New Ammocounts
I don't know what to take from that

Also disregard the 40 rockets thing, that was before the Missile Launcher replaced the Bazooka


Fri Apr 27, 2012 5:05 pm
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The Undead Queen B
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Joined: Tue Feb 28, 2012 8:52 am
Posts: 85
Location: Austin, Tx.
Post Re: IRC Discussion Saving - New Ammocounts
for me, ever since the bazooka was replaced, I've seen large amounts of missile launcher spam, due to the recent target looking system.
So maybe in the future, nerf the missile launcher? idk. . . just my thing. The M.L.'s power is up there though :\


Fri Apr 27, 2012 5:13 pm
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Joined: Tue Nov 23, 2010 2:04 pm
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Location: Serbia
Post Re: IRC Discussion Saving - New Ammocounts
Its firing rate is incredibly slow, as well as the projectile speed. Its ammo count is 15 max, and the homing rockets can be avoided. Plus you have a recoil upon firing. I don't think it needs even more nerfing. Not to mention how slow the rocket guy is comparing to other classes. So I don't get how you can "spam" the missile launcher :V

Medic: What I meant is that players will need to move their asses and search for backpacks and save ammo instead of LOL SPAM IN ALL DIRECTIONS.


Fri Apr 27, 2012 5:19 pm
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The Undead Queen B
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Joined: Tue Feb 28, 2012 8:52 am
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Location: Austin, Tx.
Post Re: IRC Discussion Saving - New Ammocounts
now i feel stupid ._. the M.L. Jumping is tasty though.


Fri Apr 27, 2012 5:29 pm
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Your local sprite tweaker
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Joined: Wed Apr 21, 2010 3:06 pm
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Post Re: IRC Discussion Saving - New Ammocounts
Sounds reasonable to me. The only thing to make it really work would be nerfing the ammo regen though.
And even then, that's the main lolinfiniteammo factor, since I quite often, actually run out of ammo without it.


Fri Apr 27, 2012 5:57 pm
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Joined: Tue Nov 23, 2010 2:04 pm
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Post Re: IRC Discussion Saving - New Ammocounts
Medic wrote:
That was like, the intention

Image

oh crap


Fri Apr 27, 2012 6:00 pm
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Joined: Mon May 02, 2011 7:24 pm
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Post Re: IRC Discussion Saving - New Ammocounts
You are so right.

_________________
[AS] Zajaquiel


Last edited by Dusk on Tue May 01, 2012 11:50 am, edited 1 time in total.

removed entire post quote



Mon Apr 30, 2012 10:58 am
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Joined: Wed Jul 20, 2011 6:04 am
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Post Re: IRC Discussion Saving - New Ammocounts
400 to 320 is not serious, a drop in the bucket. Hitscan should be nerfed a much more, its the most dangerous weapons in the game.


Tue May 01, 2012 10:49 am
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post Re: IRC Discussion Saving - New Ammocounts
Zajaquiel wrote:
You are so right.

Please do not quote the entire opening post, thanks.


Tue May 01, 2012 11:51 am
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: IRC Discussion Saving - New Ammocounts
It's still eighty (80) bullets less, that's 1/5th less time you can shoot.

For the Minigun, it can be pretty quick to lose all of your boolits when fighting or chasing people, and even faster if you're hitting a mech with flak. As for the SMG/pistol bullets, those are usually backup weps anyway.


Tue May 01, 2012 9:30 pm
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: IRC Discussion Saving - New Ammocounts
Edited for missiles, and in the light of the underwhelming power of the Grenade Launcher.


Sun May 13, 2012 4:41 am
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