This is a worthy idea.
But how do you get the ammo bearer AI to stay within the proximity? I somehow end up outpacing my whole squad when searching for flanking routes to build rally points.
This is a worthy idea.
But how do you get the ammo bearer AI to stay within the proximity? I somehow end up outpacing my whole squad when searching for flanking routes to build rally points.
this is cool!
because Ive been playing Hell divers 2, Team weapons are excellent. One person can reload while the other shoots, which hugely boosts your overall fire rate (minimal downtime) and ammo capacity (depending on back packs)
could probably be an item? replaces backpack? MG ammo belts/crates? You would put it on a squad AI that wasnt a Machinegunner
Call to Arms Gates of Hell does this
If anyone likes the idea… I’d be happy if he made a separate suggestion on this subject. I don’t have the capacity for that right now.
This would be redundant, since you can already ask for spare ammo from squad members of any class, as long as they’re alive.
But the current arbitrary limits of this mechanics are too restrictive. You can’t ask for an extra mag unless you’re down to, like, 5 bullets or even less depending on the gun. That’s acceptable for a bolt action rifle, not so for a fast firing automatic weapon.
It would be already a great QoL improvement if the threshold of remaining ammo to be allowed to ask for more was raised to AT LEAST 50% of the weapon’s magazine/belt, with a possible hard limit of 30 rounds or so for large capacity guns.
Or, perhaps even better, a fixed value across the board of 20-25% of the initial full ammo supply for each gun (WITHOUT counting pouches) regardless of mag capacity.
This could work, but it should probably be restricted to MGs and AT weapons only.
As far as I know, he must have weapon which is using the same mags etc.
I think its worth exploring, even if it just increases the mags you get from 1 to 2 when asking for ressuply from your AI
Or help yourself to a full reload off a soldier, becomes a glorified walking ammo box (less capacity)
It would have to have a downside though, takes backpack slot, no mine slot and perhaps lower movement speed (weight)
I used to think the same, but I’m not sure anymore. That may have been patched out at some point.
If it doesn’t work like that now, I’d see it as a bug rather than a patch. xD
It’s getting really hard to tell what’s feature and what’s a bug.
nope. you can get any ammo from your bots (except for rmn50 and similar special weapons).
APC could carry ammunition. And increase the maximum number of carried ammunition to unlimited. But I’m afraid that it will never happen, because then some players would complain that the machine guns are too powerful.
I don’t mind that they increase the ammunition of machine guns, but I think they should increase it only for machine guns that use magazines of 50 rounds or more. Since usually soldiers do not last long enough to spend 100 bullets in rounds of 25
As a person who mainly plays machine guns, I am writing to you that you are wrong. Even smaller magazines need more ammo. The fact that the BAR has a small magazine does not mean anything, since loading takes a fraction of that of larger machine guns. I have a total of 26,816 kills with machine guns and my most played machine gun is the BAR.
I very much disagree. If you are not wasting your ammo just like that, 20/80 and 20/180 options are very much reasonable.
For example even 20/140 option would be overkill. Nobody would pick big ammo to get 20/280.
(Note that, currently FG has only 20/40 and 20/80 options.)
But maybe our experiences can differ. Players on consoles could be less accurate and thus wasting way more ammunition per kill.
So the gun where I have to save ammo has enough ammo. That’s interesting logic. So what’s the point of playing a machine gun when I have to save ammo? Or would it be better to take a lighter automatic weapon, for example, Thompson?
Are you comparing the FG-42 with a machine gun? That’s like comparing pears and apples. FG is much easier, there is no movement penalty. An ammo bag should not be required to make a weapon playable. My ai is also running out of ammo.
Well the main difference between for example BARs and MG 42/34/34 patrone is dispersion.
If I recall correctly, the difference is ±0.10. And that’s something that can’t be ignored. (And note that the dispersion is even worse if you don’t have a fully upgraded weapon).
That means you end up wasting a lot more ammo due to something you basically have no control over. Higher rate of fire doesn’t help either.
If the BAR should have more magazines, then it should have a higher dispersion as well
Btw. BARs do have only -25% movement penalty meanwhile MG 42/34 have -50% movement penalty.
Meaning, I could use the same argument as you have used with FG.
I’ve played with both, and had no problem with accuracy. I’m not interested in stupid stats, I’m interested in my live game experience. In Enlisted, you don’t fight at such a distance that the lower accuracy is reflected in the game. If you shoot with it sensibly in bursts, at a greater distance, you will start to run out of ammo. I’m not the type of player that spams soldiers, ammo shouldn’t be a balancing factor, it’s stupid.
So basically whole game should be balanced based on your experiences, seems legit.
For me personally, stats are way more important than experiences of individuals. Especially if the stats are put into right and sensible context which isn’t disillusioned and reflects reality.
I wrote that based on my experience, I did not notice any difference in accuracy between MG34 and BAR in live game. You deviate from the topic again, the moderator comes and deletes everything. Let’s get back to the topic.
it depends on what range you are using them. if you are using them in relatively close range you wont notice the difference between them
but as you go farther away from your target you notice the difference