Ammo Reserve

pikeypikey Join Date: 2003-06-16 Member: 17406Members
Is the 250 ammo reserve really an ablsolute limit? Look at DoD for example. The BAR has 20 round mags, 1 loaded, 12+1 mags in reserve, giving you a total of 13 X 20 rounds in total. That's 260 rounds total in <i>RESERVE</i>. Also, the MG34 has 75 round drums, 1 loaded, 4-5 reserve +1 (can't remember 4 or 5) that's 300-375 in reserve. Granted, both weapons are done by mags/drums instead of by individual bullets. But it does circumvent the 250 reserve limit.

Also, just wondering if it's an all or nothing kinda thing, meaning ammo reserve is either done by bullets or done by magazines. A mag system would be good for the LMG and HMG while a "bullet" system would benefit the SG and GL more. Just hoping that the LMG/HMG could take an extra mag or two.

Comments

  • cshank4cshank4 Join Date: 2003-02-11 Member: 13425Members
    bah just limit it to 100 ammo reserve (2 extra clips) and let the armory humping become extinct
  • Angry_DonkeyAngry_Donkey Join Date: 2003-11-09 Member: 22426Members
    I just used DoD examples in the LMG/SMG/AR thread. The difference is that in DoD, the amount of ammunition is determined by historical fact. NS is just about balance. Magazines would make more sense, logically, but look at it this way: Anyone who lives to fire 300 LMG shots is doing pretty well, but most people get eaten before that. The HMG's lack of reserve ammo seems to me like a built-in weakness. Too many rounds would make that big HA push too easy; having to call for ammo or phase back to base makes it harder.

    In other words; yes, we could have a magazine system and pass the 250-round limit, but no, that doesn't sound like it will happen, because of balance issues.

    This from the man who wants to add two new guns. Irony.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    edited November 2003
    <!--QuoteBegin--cshank4+Nov 10 2003, 10:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cshank4 @ Nov 10 2003, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bah just limit it to 100 ammo reserve (2 extra clips) and let the armory humping become extinct <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Heh, that never really came to mind. Just wanted to point out that you CAN carry more than 250 ammo in reserve.
  • ShazbotShazbot Join Date: 2003-03-05 Member: 14328Members
    Why don't you give the starting marine 150 reserve, and you won't see armory humpers... Much more practical than making the reserver total go down. When you are good at shooting, you'll definitely need more than 50 reserve...
  • ElderwyrmElderwyrm Join Date: 2003-04-07 Member: 15296Members
    We know it IS possible to have more than 250. In the original NS 1.0 LMG had 300 reserve.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Yeah, but it doesn't show up proerply at all, so Flay fixed it.
  • MazkalineMazkaline Join Date: 2003-02-11 Member: 13409Members
    Hey, I suddenly remember too there was 300 ammo in ye olde days. All year ago.
    But theres been some discussion before about armoury humping and why theres not enough ammo for everyone to shoot without hump.
    "Well little Timmy, thats just the natures way to do things and sort newbies and grown up killers from each other. In the time of chaos and lots of fighting, some people do the right thing and phase up with 50 ammo while the bad people do the wrong thing and use 20 seconds to load up extra 200 ammo just in case the phase would go down and he wouldnt have to die anyway."
    But think it in this way, loading 50 ammo is good, that will be enough for nearly everything. You can kill skulks and you can give cover fire without worry of running out after first clip. But that 50 ammo takes some time, enough time to just stop the marine for armoury and kharaa kill other marines. Then again, 150 ammo or 200 is ego boosting "Im tough enough to use this, theres lot to kill other side of phase gate and after Ive killed that onos with these 200 bullets, I sure need just extra 50 for those skulks. And nobodys dying, few seconds dont mean anything."
    So if marines would start with 150 ammo, that would make em faster and faster, no armoury needed possibly and no free will to decide between ammo and urgency.
    And one thought just hit me, theres more differences in guns than just RoF and damage and ammo capacity. Loading times are part of it too. LMG is base gun which gives you little freedom to decide either between short or long and useless load, medium speed. Heavies need always full clip to their Big Guns. Because they spend ammo fast and are slowly moving, fast loading compensates this downside. Shotgunners then, theyre powerful and theyre usually fast light marines and spend ammo very fast, so to slow them down, shotgunners need long ammo hump.

    But, well, yes. Armoury humping is here to stay. for ten years, people play shooting games where every niche of ammo has to be obtained with blood and sweat. Then comes Natural Selection "What? You mean I can get all the ammo I can possibly carry? REALLY? Oh joy!" And thats where New People To This Game get confused and think: "You can get all ammo you want" Does mean "You also have enough time to use every magazine you have, you are invincible Rambo who doesnt care about those little skulks."
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    wow we deviated...

    merely pointing out mayb we should switch to a clip system for LMG/HMG... for more ammo..
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I think it's only fair from the Kharaa's POV, they spend time to upgrade after spawn, so the marines should spend time to rack up some ammo.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    plus I don't WANT 250 rounds for my lmg in reserve. You run faster with less ammo on board.

    Roo

    PS about a clip based system - I don't think there's any need, because there's no need to carry mor ammo. You get slower, plus there's enough ways for you to get more ammo anyway.
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    edited November 2003
    I think that the ammo limits really create some dramatic natural-selection moments.

    There is nothing quite like trying to defend a key location while watching your ammo meter slowly drop. There that skulk that keeps peeking around the corner. Should I fire a few rounds to scare him off or just wait? I do not have an extra clip. . .

    Don't you just hate that 'click' sound you get after you fire your last round yet the skulk is still alive?
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    BTW should this be in suggestions and Ideas?

    Roo
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--Mazkaline+Nov 11 2003, 03:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mazkaline @ Nov 11 2003, 03:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But, well, yes. Armoury humping is here to stay. for ten years, people play shooting games where every niche of ammo has to be obtained with blood and sweat. Then comes Natural Selection "What? You mean I can get all the ammo I can possibly carry? REALLY? Oh joy!" And thats where New People To This Game get confused and think: "You can get all ammo you want" Does mean "You also have enough time to use every magazine you have, you are invincible Rambo who doesnt care about those little skulks." <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Best humping explaination evar!!!111
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