Stop Armory Humping in NS2 please!

TheNinthPlayerTheNinthPlayer Join Date: 2002-05-20 Member: 637Members, Constellation
<div class="IPBDescription">throw some ideas around</div>I think the majority of us don't want to see armory humping in NS2. IMHO it would be great if giving AMMO and/or HEALTH from the armory was a 5 res upgrade or something that way the COMM could prevent armory humping very early in the game. Then just give the marines a little bit more starting ammo to compensate.

Comments

  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    It depends on the player. The standard given amount of ammo is enough for me so I don't hump the armory...And the majority who humps the armory uses to die within minutes. So what was all that ammo for they took? Maybe there should be something to make clear that you don't necessarily need that much ammo.
    Or maybe dropping ammo in base shouldn't cost res or less res.
  • TheNinthPlayerTheNinthPlayer Join Date: 2002-05-20 Member: 637Members, Constellation
    I doubt it would solve the problem of ppl loading up the LMG with Ammo they won't live long enough to use.

    Don't get me wrong though it's still a good suggestion! Dropping Ammo in base for free would be great to help with those ninja hive rushes and prevent ppl from humping the armory with their new heavy weapons while the phase gate's being destroyed by skulks.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    Yes...that really annoys me. Newbs spending an entire loading up their lmg & pistol to full only to walk outside of the base and die. lolzorz!

    I often yell at the newbs "Stop getting ammo. You won't live that long, we're getting owned. Gogogogog, get out of base and kill ze enemy..gogogoogo". So they run out and die. lol.
  • VideoJinxVideoJinx Join Date: 2007-01-10 Member: 59548Members
    Maybe the armoy when someone press e on the armory it could disperse health/ammo supplies around it, just enough to first about 4 people then possibly delay before it can disperse again.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    well the whole point of getting ammo from the armoury is so that marines can't just spawn and run into combat. basically its cause of balance.

    If marines started with 250 ammo then this would cause unbalance.
  • TheNinthPlayerTheNinthPlayer Join Date: 2002-05-20 Member: 637Members, Constellation
    Not 250 rounds of Ammo, that would be excessive and unfair, more like 100 rounds as a suggested offset.

    I've played games where COMMs have avoided dropping Armories for the 1st 5 mins or so of the game just to prevent humping and get everyone out of base. IMO the Amory has nothing to do with balance issues. A good team won't even touch the armory for anything more then a tick as they pass it by on the way out of spawn. As far as I can tell, a variable like that can not be counted on to balance the gameplay.
  • Lt_PatchLt_Patch Join Date: 2005-02-07 Member: 40286Members
    edited January 2007
    Now, forgive me if I'm wrong, but don't you actually spawn with 150 LMG rounds, and 20 pistol rounds? Isn't chaing the starting ammo to 100 a change in the <b>opposite</b> direction? Then what about shotguns, HMGs, and grenade launchers, weapons that all spawn with none, or close to no starting ammo aside from a full clip? If you change the starting ammo for those, then you detract from the spirit of game tbh.

    People will always hump the armoury, because they believe themselves to be needing that much ammo. Granted, many people die before using their 2nd or 3rd clip on the LMG, and many more die reloading the shotgun, and HMG. But what about all those who run out of ammo, despite stocking up in the base. Or even those who don't even though the armoury, but rely on someone dropping them ammo and medpacks, and removing the commander focus from area of attention?

    My point being, as long as there is an armoury, then people will always hump it for full ammo. You can't remove it, because you'll damage the tech tree doing it, and you'll also cost the marine team more res by having to drop ammo packs everywhere. Which then removes commander focus from areas that need attention, for the sake of dropping ammo for people...
  • TheNinthPlayerTheNinthPlayer Join Date: 2002-05-20 Member: 637Members, Constellation
    I dbl checked where both wrong. Starting Ammo is 100 rounds (2 clips). When I suggest increasing the base Ammo, I only mean for the starting LMG not the rest.
  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    edited January 2007
    I don't know how many of you guys know this but the starting ammo already got increased. As far as I remember back in 2.0 you've only had 50/50 ammo for the LMG and 10/10 for the pistol.

    Yeh that point with the sneak pg and hive rushing is something I forgot to add afterwards because I was too lazy <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    It's annoying. Especially for shotgun rushes. It happened so many times that the pg went down because of the half of the team humping the armory.

    I don't know either if someone of you remembers the "The armory's upgradin', ammo's not available" sound while the armory was upgrading. maybe the comm can lock the armory <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> but that would rather lead to bad abuse I think..because that's how some guys are..
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