Full ammo at spawn

Discussion in 'Feedback' started by rampantandroid, Feb 15, 2008.

  1. rampantandroid

    rampantandroid Member

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    Its an annoyance to spawn with so little ammo...more so when you have the ammo upgrade...esp since there may or may not be an armory nearby - and if there isn't, you're forced to run back into the rax, change to engy, drop ammo, go back to whatever class you were...

    Now...I don't see why you don't spawn with full ammo - hell, tanks are created with full ammo. At the very least, give full ammo if you have the ammo skill...
     
  2. Aquillion

    Aquillion Member

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    If you started with full ammo, armories and ammo crates would be much less useful.

    Possibly if building upgrades of some form are ever implemented, there could be a barracks upgrade that lets you spawn with full ammo, though... Or perhaps there could be two kinds of barracks, an expensive and difficult-to-produce 'main barracks' and a cheap but flimsy 'forward barracks'. Main barracks would start you with more ammo.

    But, still... it would make dispensing ammo (and things that dispense ammo) less useful and important. I don't know if that's a good thing.
     
  3. dizzyone

    dizzyone I've been drinking, heavily

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    If you would spawn with full ammo you could change class to exploit this, and armory's might as well be renamed to portable class changing station, that or make the ammo crate redundant.

    Even though getting ammo everytime you spawn might become tedious very quickly, it's one of those things that add another phase or layer to combat, same as having to build a structure before it is operational, it spreads out your units by timing. I think it's a good thing that you have the choice to get ammo after spawning or just going in with starting ammo, most of the time you don't even need to get ammo.

    Ammo upgrade allows you to get ammo twice the normal rate.
    Tanks do start with full ammo, but you pay for them.
     
  4. Krenzo

    Krenzo Administrator

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    I see. So make it so when you change class from an engineer to something else your ammo crate disappears. That sounds good.
     
  5. LordDz

    LordDz Capitan Rainbow Flowers

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    I hope that was ironic. Otherwise, if your commander does NOT drop an armory, you're basicly screwed. I really hate to go and change class as a Grenaider, as my mines dissapear then..
     
  6. -Mayama-

    -Mayama- MANLY MAN BITCH

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    hmmm... seriously i only need ammo if i play a grenadier
     
  7. WaVe

    WaVe Member

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    That would mean my ninja roosh would be screwed up, as about half of the games I start, no engis drop ammo boxors, and I need to switch to engi to drop ammoz for myself.

    Usually comm doesn't drop armory at start, as it could hinder ref building as everyone whores the armory for ammoz. or the comm doesn't know what armory is for.

    But it could balance the class changing somehow.
     
  8. manhunt0r

    manhunt0r Member

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    im playing 80% of the time as engy and i never drop ammo in the beginning, i just dont like ppl gangbanging near that ammo crate instead of rushing with me to refs and replenishing ammo on teh frontlines
     
  9. Noskillz & Nokillz

    Noskillz & Nokillz Member

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    Its either rushing with no ammo or camping by an ammo box for 15 seconds...

    This is how the game is meant to be played. People must learn what will happen in emp_crossroads when you feel like wasting 15+ seconds at base with an ammo box.

    Anyway, the barracks is already a free "armory" as everytime your switch classes, you still get a third of the total ammo.
     
  10. LordDz

    LordDz Capitan Rainbow Flowers

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    Execpt for engineer tool which starts with 0 ammo?
     
  11. Dragoon

    Dragoon Member

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    I hate this too. It is really annoying on non building maps, like escort and whatever else. I feel it only slows down gameplay and has no benefit other than to create an unnecessary pause in play.

    Also I do not see why this should make crates, armories useless. In a good fight ammo level drops fast as do health levels. When I do commander I use armories quit aggressively, placing them almost everywhere. Not only they greatly increase the overall front soldiers live time and help getting the edge, they also work great as wall replacement. They cost only 75 res a wall same lenght 100 res and they have a plenty of hit points.

    I also noticed the enemy tend to ignore them as long any other target is around. I even see often enemy tank just passing them because they got bored shooting them due their relative huge HP. Something you can use to you advantage.
     
  12. Solokiller

    Solokiller Member

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    In the earlier versions you started with no additional ammo, then it was made so you started out with 1/3rd of the max ammo you could carry. Doubling the amount of ammo given when using ammo upgrade is good, but giving full ammo is going overboard.
     
  13. Chahk

    Chahk Member

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    Yes please. It only makes sense, since all other deployables (including grenadier's mines) disappear when you change clasees. I don't see why ammo boxes should be any different.

    P.S. And if other Engineers aren't dropping ammoz at start, the Comm should yell at them until they do.

    [​IMG]
     
  14. LordDz

    LordDz Capitan Rainbow Flowers

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    And what if you're playing on a 8 people server, you die, rest of your teammates are in a corner and you really need to fight of that tank incoming?

    I say ammo boxes should stay, there is already a penatly for changing class: Removal of mines.
     
  15. Chahk

    Chahk Member

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    In that case you die. Single tank > single Infantry. Teamwork > Single tank. Works as intended.

    Besides, walls and ML turrets (own and comm-placed) are still viable options for an Engineer to combat an incoming tank without having to switch to a Grenadier.

    That makes no sense. If you are an engineer and change class, which mines are you speaking of?
     
    Last edited: Feb 16, 2008
  16. Aquillion

    Aquillion Member

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    Hmm... I actually sort of like the idea of having ammo crates vanish when you switch classes. The way it is now is sort of a "secret trick", which I don't think is a good thing (the basic rules of gameplay should be transparent -- although I sort of dislike how 9-mines work at the moment for the same reason).

    Perhaps there could be a 'rapid deployment' skill that lets you start with full ammo, though?
     
  17. Private Sandbag

    Private Sandbag Member

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    It certainly does add another layer to the game.... teamwork indeed. an armoury (as cheap as a missile turret by the way) is the difference between an outpost and a base- there's no excuse not to place one.


    though has anyone else noticed an influx of engineers that simply refuse to give ammo? I'm talking situations where there are THREE engineers infront of you, an enemy tank on the other side of the walls, even some of the engineers saying I NEED ANTI TANK THIS SIDE NOW!

    I can't count the number of times engineers just don't give ammo. ammo, heal, build turret. in THAT ORDER PEOPLE!
     
  18. knighttemplar

    knighttemplar Member

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    i like nothing here
     
  19. Hendar23

    Hendar23 Member

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    I took one look at the title of this thread and though 'Ha! That idea will be shot down in flames!'

    In my humble opinion:
    1. You DON'T need much ammo at start. (With the possible exception of the teams SINGLE scout :D ) If an engineer drops a crate at the start, half the team huddles around it and wastes time that they should be using to secure resource points. Most of the team should be engineers at the start anyway, just ask one for a crate later.
    In fact, why are you not an engineer? Don't you know there's shit to build? :D

    2. It gives another tactical option, especially on mission maps. Do I stop for ammo? Or do I go with what I have now and gain a few seconds initiative over the enemy? Decisions, decisions...

    3.It encourages teamwork. A rifleman and engineer unit functions greater than the sum of its parts. In my mind, organized teamwork is a central theme to Empires, more so than even the likes of TF2.

    You may not agree, but I feel pretty strongly on this because starting with low ammo was one of the first things I noticed about Empires, and I though it was quite genius.
     
  20. Shinzon

    Shinzon Member

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    Why do you need ammo right in the start; or at any other time, you already have some ammo; enough to kill an entire team if every shot lands; more ammo is just a luxury...

    In the begining why in the world would you waste precious time humping for ammo; you could do that at the front you know...

    Flag maps; well, time is also important there, the more time you spend getting more ammoz the less time you spend shooting it... I don't know but the only class that is really capable of depleting all of his ammo before death is a gren, any other class you die before you can shoot it all...

    Placing armory/ammo right in the begning of the game infront of your rax = epic fail... an armory belongs on the front not in the ass of a base
     

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