Ammo Drop Consumable?
#1
Posted 19 January 2021 - 06:42 PM
We already have coolshots making a huge improvement to hot build sustainability (ie, more damage) and strikes which are directly more damage. A consumable to replenish some ammo would mean long term sustainability vs direct dmg.
Let's say they replenished half a ton of ammo, and could be skilled up to .75tons or something. That would mean you could run a ton less of ammo and take another heatsink or similar. It'd be a big help to the many builds out there that can fit the guns, but then only a couple tons of ammo. Letting you fit bigger guns is a damage boost of sorts, but its indirect.
#2
Posted 19 January 2021 - 06:48 PM
#3
Posted 19 January 2021 - 07:02 PM
Even a basic consumable that just adds ammo would require programming, and we don't deserve that. Tell PGI so that they can consider adding it to MW5.
#4
Posted 19 January 2021 - 09:11 PM
#5
Posted 19 January 2021 - 09:42 PM
#6
Posted 19 January 2021 - 10:29 PM
#7
Posted 19 January 2021 - 11:05 PM
#8
Posted 20 January 2021 - 02:48 AM
#9
Posted 20 January 2021 - 02:56 AM
Kurb, on 20 January 2021 - 02:48 AM, said:
This is where mechs with hand actuators and mech-sized hand-carried weapons would come in.
For mechs like the Jagermech, well...then it's about as realistic as being able to instantly materialize a flare a thousand meters away from your mech and have friendly aircraft also materialize within a few seconds to strafe the area.
#10
Posted 20 January 2021 - 03:11 AM
#11
Posted 20 January 2021 - 08:49 AM
- Add pair of "Ammo Reserves" nodes to the Auxillary skill-tree and a "Ammo Reserves +1"
- Each Ammo Reserve node is worth 1/4 ton of ammo .
- Create a new consumable you can equip "Ammo Reserve"
No need for ammo crates, airdrops etc. KISS.
#12
Posted 20 January 2021 - 08:53 AM
VonBruinwald, on 20 January 2021 - 08:49 AM, said:
- Add pair of "Ammo Reserves" nodes to the Auxillary skill-tree and a "Ammo Reserves +1"
- Each Ammo Reserve node is worth 1/4 ton of ammo .
- Create a new consumable you can equip "Ammo Reserve"
No need for ammo crates, airdrops etc. KISS.
If it means removing the arty/air strike consumables and is kept small, even like 1/8th of a refil, I'd like it, Too much ammo and people would just load up on Heatsinks or Armor where they weren't able to before.
#13
Posted 20 January 2021 - 09:18 AM
Haipyng, on 20 January 2021 - 08:53 AM, said:
I would suggest keeping it a 1/4t per node (max of 1t with two consumables equipped) so it has a similar damage potential to a strike.
If it proves to be too powerful and strikes/coolshots disappear from use then by all means nerf it to 1/8t.
#14
Posted 20 January 2021 - 03:50 PM
VonBruinwald, on 20 January 2021 - 09:18 AM, said:
I would suggest keeping it a 1/4t per node (max of 1t with two consumables equipped) so it has a similar damage potential to a strike.
If it proves to be too powerful and strikes/coolshots disappear from use then by all means nerf it to 1/8t.
I think it could be a little stronger than that because in many games it won't come up. Lots of matches end before people run out of ammo. 1.5tons of ammo total (with all the skills) would be a good amount imo.
#15
Posted 21 January 2021 - 07:04 AM
#16
Posted 21 January 2021 - 07:22 AM
#17
Posted 21 January 2021 - 07:26 AM
MeanMachinE, on 21 January 2021 - 07:04 AM, said:
makes more sense than air control. that only ever comes to play in the fp version of the mode. nobody in sp ever holds base on that one, or at least ive never seen it happen. so have the dropships rain crates down on your base. then you get a half ton of each ammo type you have installed. i like it but every match isnt incursion.
#18
Posted 21 January 2021 - 07:53 AM
Edited by SirSmokes, 21 January 2021 - 07:56 AM.
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