Increase starting ammunition

I don’t know about you, but in a game of 40+ a side (which will only increase as squads level up) the amount of starting ammunition for all gun types is inadequate, and I end up picking weapons from the floor half a dozen or more times. I’m getting a kill or a hit nearly every time I fire, so it’s not like I’m wasting ammo.

Starting ammo should be more similar to how much it is with the perk that increases it.

I would suggest increasing base ammunition by at least 50%, and then the perk increasing that by an additional 50%.

8 Likes

Historically, soldiers would carry the ammo you would have with the perk. You just have to “stock grind” to get the historically amount of ammo. I agree that the base ammo has to be increased, and bonus ammo should become 50% instead.

But it is probably the least worrisome perk of all, with vitality being the one that just needs straight up removal.

5 Likes

Actually soviet smg soldiers carried 2drums, 1 in gun and 1 spare.

But definetly agree at base ammo increase, atleast in squad mode its too easy to run out of ammo

I think that base ammo should be definetely increased to match the historical values (as it does when the perk is equipped) and then there should be additional ammo bags, that would allow to take more ammunition for the price of additional weight.
Perks such as vitality, increased ammunition ammount and medkit effectiveness are kinda unnecessary. You can train to have more lifepoints - you can put some armour. Training to put more ammunition in your pockets and making better use of the same medkits isn’t great also. All of that should be replaced with proper equipment.

1 Like

Or communicate with your engineers for ammo crates.

This is a bad idea and has already been addressed with perks and an entire class dedicated to providing ammo.

3 Likes

Having more ammo with a sniper could be really bad for the enemy team. I agree with this idea :cowboy_hat_face:

Having to rely on a non-standard “perk” to “fix” an historical inaccuracy is bad game design. I also have to wonder where the soldiers magically store the 100% bonus ammunition, other than maybe up their rear ends.

Engineer ammo crates are pretty historically inaccurate (well, engineer as a whole), with ammo depots never being a self-serving thing. From a gameplay perspective this is okay so I am not going to ask for a change on the engineer’s side, but they should be left out of this debate.

1 Like

In my opinion it makes sense, if you are trained, you use it faster. It’s not game breaking so I see no reason to remove it.

Relying on team mates for an otherwise unavailable part of the game is not a good idea. At least in a game like BFV everyone gets a small medkit, and resupply boxes are near spawns and objectives.

Why is it a bad idea to increase starting ammo?

In addition, take the Engineer’s ammo box and also have it near each team’s spawns. I’d prefer a 30 second run to and from combat to picking up near-empty weapons repeatedly.

2 Likes

The park allowing faster healing is yet to come according to the last devblog and I’m okay with that. But somehow making the same medkit with the same equipment 200% better seems weird to me.

Alone it is not gamebreaking, but it makes it possible to heal your +35 vitality soldier back to the full health without filling all his inventory with medkits. Of course that applies to the premium soldiers, because F2P players will not get enough perk points for their soldiers to fit bothvitality and medkit perks in there.

I thought you ment speed upgrade for medkits.
I agree that 200% hp healed is too much, but maybe just make it +10% hp instead of removing it (with proper balancing).

tfw the 200% medkit perk actually makes medkits worth it.
Don’t take it away since you can slap that bad boy on level 1s and 2s. I’d honestly say it should be the base amount medkits heal.

Sure, lowering its power could work :slight_smile: I’m not going to fight to the death about removing them (just like vitality perk should be removed).

But I really like the idea of perk being things you could train irl instead of adding some magical (vitality) or unnecessary things (ammo)

Me too, but medkit upgrades make sense in my opinion.

  1. Keep an engineer in your squad, every squad has an engineer slot
  2. Ask your bots for ammo
  3. Use your bots

The default ammo counts are historical, if high in some cases.

I was gonna say they took the engineer slot from a few squads until I went to look and it was just the communication squad they pulled it from for whatever reason. Should just remove the mortar from the Communication squad.

2 Likes

I kindof get where they’re coming from but it seems like a weird choice for that to be the only squad to get nerfed in that way.

No I get it too because of the mortar guy, but I hardly use the guy and found the engineer to be much more useful. I outright replaced my basic rifle squad with the comm squad thanks to being a close to the same squad comp AND I can call arty to push/defend. Now they took my ability to fortify and what not AAAAAAAA

Soldiers with Kar98 start with 25 rounds. Irl they had two pouches, each with three pockets. Every pocket contained 2 clips, 5 ammo each. So you get 60 rounds at least + 5 already in the rifle.

MP40: 2 pouches, 3 pockets each, so 6 magazines. Overall 192 rounds + 32 rounds in the gun.

I’m not sure about other guns, but bolt actions definetly don’t have historical ammo ammounts.

1 Like
  1. Does that require an unlock? I’m not sure all of mine do
  2. In most of my squads, the squad leader has a unique weapon, and giving it to other members requires a grind
  3. Same as above