Riflemen should have the ability to deploy single-use ammo or medkit refill bags

I think previous posts in the forums have already alluded to the inferiority of the class.

Sure, they’re filler soldiers, but that shouldn’t mean they’re supposed to be worse in every aspect aside from being another gun on your squad.

At least give them the ability to buy and equip deployable single-use ammo refill bags, as well as deployable single-use medkit refill bags. Each droppable bag takes up 1 inventory slot (shared with toolkits and medkits), for a maximum of 4 for any combination aforementioned items.

Ammo bags are a single charge of ammo refills, medic bags are a single charge of medkits.

This proposed change gives riflemen a support niche that isn’t essentially just “1 more guy in the squad”.

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I think Riflemen are fine as the cannon fodder class. And that’s not an insult.

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Imagine improving teamwork in a game that aggressively encourage lone wolf in a team game?

-DF

Anything that improves teamplayer experience is great

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The Rifleman is the standard Infantry Man, that’s what they supposed to be.
And what the hell is a deployable single use bag?
Again Rifleman is not a support class, that’s Engineers and Medics.
You clearly don’t get what an Infantry Man is and what combat role they serve

Just like HLL I see, every infantryman got a small ammo box

As myself and others have pointed out in those other posts as well, there are two major issues here.

  1. They really aren’t inferior. They are the ONLY ones that can carry rifles with GL, and contrary to what people try to say, it IS very effective (it just requires a little aim, rather than the rapid-fire hip shot that people for some reason think should be strong).

  2. Engineers are used to deploy ammo, and medics are used to deploy med boxes. If you made this a generic thing, it removes part of what makes those classes unique.

As I noted, they are more than just one more guy in the squad, especially when utilized well with the GL and either a grenade pouch or personally I outfit one of my rifle squads in each campaign as a “mine” team. Both in the fact they carried an AP mine each (so I could set small minefields), and their perks + a large backpack with medkits allowed them to set off mines in advance of the other squads, effectively clearing a dangerous obstacle for the team.

Rifle squads are very good at clogging up the guns :slight_smile:

GLs that are not only cost-prohibitive, but are generally inferior unlocks for similar-level guns.

They are a niche gun available only to the player and not the squad as a whole, have limited effectiveness due to the inferior gun mount, and have non-refillable ammo.

If a soldier with a rifle GL dies before the player is able to use the grenades, that investment is wasted.

Engineers don’t just deploy ammo. They deploy every buildable in the game, and then some depending on what squad they’re in. If you’re worried about possible role overlap, understand that ammo boxes have more refills than one could reasonably use up in most scenarios, unless someone with an empty AT weapon refills off of it.

As for medics- They shouldn’t exist as a separate class at all due to the overall fragility and quantity of soldiers making healing and reviving an arduous and mostly futile effort. Hell, I’d advocate for the removal of medics and just giving regular riflemen medic bags.

And Squad. And Post Scriptum. And various other FPSs.

At least the devs in those games understand that being just some spare means you get to dip your toes in the roles of other supporting classes.

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Then I will say something that I personally don’t say often… Skill Issue.
They are EXTREMELY powerful in the hands of someone that actually understands how to use them, and accurately hit targets that are otherwise challenging.

Fortified positions can lose every soldier in a single good hit. Trenches same way. Even troops moving across open ground are susceptible to a well aimed GL shot.

Riflemen have their place. You may not fully realize that, but they very clearly do.

As far as riflemen being able to put down ammo or meds, if they had that ability WHY would anyone use engineers or medics at all?

This is correct. However, stop and think about this:
If you could obtain ammo from a soldier type other than engineers (which don’t have a second weapon slot or access to assault weapons or access to special weapons, instead they are SPECIFICALLY there for engineering purposes), then how many people would actually take engineers?

There is already an issue with players not dropping rally points, because many of them would rather have extra riflemen, assaulters, etc. But there are many players that keep engineers on their squads specifically for ammo box purposes, that while they have them handy will put up rally points.

If the ammo situation like you are talking about was added, then players would have absolutely no reason (that serves their self interest) to use engineers!

Personally I love using engineers, and it appalls me that some people play that way, but I see it every single game.

IF YOU WANT MORE AMMO:
carry a large ammo pouch! (you double your main weapon capacity)

If your defense is that you would rather have a grenade pouch, then welcome to the world of balancing. You can’t have both.

So let me get this straight- You think that between a conventional gun that needs to hit the person exactly, and a gun that requires you to shoot vaguely where they are standing, the latter requires more skill?

Or shoot people with a regular gun. If you have an automatic weapon, you can mow down a crowd instead of awkwardly peeking and reloading, which takes more time overall.

Engineers make rallies. Their most important buildable. They also make other buildables.

How delusional do you have to be to think that riflemen having the ability to give you some extra reloads suddenly makes engineers irrelevant?

You know what, soldiers can dig. By being able to dig chunks in the dirt, I’ve rendered engineers completely useless because I can do the exact same thing!!111!!! I can also set down mines. LAND MINES. THE ENGINEER CLASS IS ABSOLUTELY UNNECESSARY TO SET UP FORTIFICATIONS!!1111!

You’re making a mountain out of a molehill.

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Bruh, imagine thinking Rifleman can replace Engineers…

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At point blank, no it doesn’t require more skill, BUT at range it does. Because then you have to worry about projectile drop, as well as trying to land it often times in a window or such.

Which if you want the really effective hits, that’s your best targets.

This depends on if you are taking fire or not. If you have the ability to gun them all down with an automatic, good for you. However if you only have a split second to do as much damage to a group as you can, the GL is a much better option.

No, I’m thinking about cause and effect, how it will impact other gameplay rather than just “I want more ammo easily available on a class that I don’t think is good enough, because I don’t feel like fully utilizing its other capabilities.”

Don’t misconstrue what I am saying.

True or False:
There is already an issue trying to get more players to put down rally points?

Now considering that there are a LOT of players that the only reason they put down a rally is because they have the engineer in their squad for other purposes, primarily for more ammo. (I’ve had this conversation countless times with new players, that’s why I bring this up.)

If they could get the ammo elsewhere, they wouldn’t even bother putting an engineer in their squad because, and I quote, “it’s not (their) job to build rally points”.

Those “other capabilities” are, and I quote

You’re mistaking the minor capability overlap as a sort of slippery slope when it’s merely a small increase in its capabilities.

Bruh, if that’s the way they play Engineers, I am sorry for them, and hopefully never see them in my team because I personally will hunt them down

No, the whole reason you need an Engineer in a squad is mainly set up rally, the number of rally increase the chance of winning the game, if you failed doing this, you failed your role and the team

Also false, I have seen neither since the when I start playing the game till now, people use engineers as rifleman and doesn’t build a crap for most of the time

(Friendly reminder) I’m still waiting for a video.

Honestly i can’t see this “single-use ammo bag” being useful except in a very rare scenario, you would usually have large ammo pouches, engineer in a team that could build ammo boxes and especially you can call your ai to resupply your weapon free of charge every few secs. For the medkit refill bag yeah it could be actually useful since nobody can use medics in most campaigns and even if they could we wouldn’t be seeing them that often.

I haven’t had much time to play. Perhaps this weekend.

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Some extra utility is better than none.

Too much and I do have to concede that it would result in role overlap.

The dropped ammo idea is basically a better shareable version of asking your bots for ammo, except anyone on your team can pick them up, and it supplies you with enough ammunition to top off your primary instead of you awkwardly waddling back to your bot or the nearest crate for a refill.

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