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Zev Caldari
Crux Special Tasks Group Gallente Federation
94
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Posted - 2012.07.12 16:46:00 -
[1] - Quote
Vehicles having infinite ammo is ridiculous and makes no sense at all from any logical perspective. I'd like to see all turrets have a limited amount of ammo, which could be replenished in some way (nano/hives and supply depos could work).
Even if a blaster turret has something like 10,000+ bullets at least there's some sort of limit to the madness and people can't just sit spamming the r1 button, especially with the missile launchers. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 20:02:00 -
[2] - Quote
Traynor Youngs wrote:I agree.
I think that there should be a skill to increase ammo capacity.
I also think there should be a vehicle mountable module that would resupply ammo while activated. This way a solo tank could sacrifice some armor/shields to have unlimited ammo and a vehicle could provide ammo to other vehicles around it.
Activation keeps it from being automatic, and allows for well organized teams to have well defined supply roles for things like LAV's or Dropships.
These modules should also refill drop suit ammo.
I like this idea. It would give credibility to "infinite ammo" because it's not truly infinite - you're sacrificing some resource to get it, that resource being energy (currently not show in game, and likely never will be) and a weaker tank/gank. It also helps carve out the role of a logistics vehicle more clearly.
Support LLVs would then have another great purpose too, zipping across the battlefield with their great speed resupplying ships and troops with ammo. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 20:29:00 -
[3] - Quote
Yeah, I don't support individual round buying, that would be too tedious and boring.
I could see switching round type like in EVE, but the devs have already said that there aren't going to be different damage types in DUST like they have in EVE, so it's really a moot point.
I also think that a module to increase ammo would be useful for tanks and infantry, one that would have less CPU/PG requirements then an on-board nano-hive. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 20:40:00 -
[4] - Quote
Enervating wrote:Lorebot hit the nail on the head, even if he's argueing against it. Internal nanohives explain it all. ofc a tank can have a module on board that an infantryman can carry. vehicles in almost any game have infinite ammo, at least Dust has an explanation why.
Edit: spilled water on KB earlier and various letters are producing incorrect results. spell correction...
But it's not the same, there's no cost associated with "internal nanohives" when they're not a module, but rather some lore explanation for why vehicles currently have inifinite ammo. An infantryman has to decide to use a nanohive, use that valuable slot in their kit, and then activate the nanohive.
I don't mind the internal nanohive concept as long as it is a module. To illustrate what I'm saying, imagine if every AR worked like a tank gun due to "internal nanohives" (or by standing on a nano-hive for infinite ammo). Can you imagine the carnage that DUST would devolve into? Everyone would run around spamming R1 endlessly except for the .5 second "cool down" time.
Limited ammo not only makes sense, it's a great thing and promotes skill and tactical thought. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 21:03:00 -
[5] - Quote
Lorebot wrote:Maximus Stryker wrote:I agree that purchasing ammo for tanks could be a little bit too deep and bothersome, but as I understood, i thought that was how it worked in EVE and thought it may work in Dust. I see your points.
I am against having a nano hive on board permanently in the tank as when i have to deploy a nanohive as a ground trope, it A) cant move again and B) can be destroyed by the opposing side. I think a permanent nano in a tank would be unfair and not much better than what we have now.
I don't mind the idea of having a permanent nanohive inside a vehicle as long as it's a module they need to equip. The pilot needs to make a sacrifice in damage output or tank in order to get the infinite ammo, and that's a type of balance I'd like to see.
Mind you this module would probably take a lot of CPU/PG - think drop uplink scale for an infantryman. So even though it'd only be one slot, it's not like it wouldn't impact the rest of your fit too. So those who wanted an uber tank wouldn't just be saying, "Oh too bad, one less low slot.," it'd be one less low slot and a substantial amount of CPU/PG.
Edit: Though even at a infantryman's nano-hive scale of CPU/PG usage it'd still be substantial enough for the pilot to have to factor in. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.13 14:44:00 -
[6] - Quote
@Sin3: How is a tank running out of ammo any different than a player running out of ammo? We've suggested ways to replenish ammo and it's not like you'll run out of ammo in 2 minutes (unless you're pressing R1-to-win like a bunch of noobs now days).
About Magazines: I support this idea too, though the magazines for blasters would have to be very large to offset the hassle. Missile magazines of ~6 missiles seems realistic though (maybe up to 12?) and would help a ton with missile spam. Missiles have more bulk (presumably) than the other types of turret and should be the most constricted by ammo.
About ammo refill modules: I like this idea better than "internal nanohives" as well. Give the driver/gunners one more thing to think about. |
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