On the subject, I thought you might appreciate this LaMoi (being the creator of this thread.Originally Posted by LaMOi Go to original post
I thought this was one subject where Insurgency Sandstorm is doing well. Here's the description of how their ammo and reload mechanics work. IMO, this is an ideal way I would like such things to be handled in a game but even tweaking some of the basics in GRW's mechanics would go a long way to making the gameplay better IMO. .....as an option of course.
If anything, I draw on this as inspiration.
Ammo and Reloading Mechanics
Ammunition counts are hidden from the player most of the time. A player’s ammo will display at the bottom right hand corner when reloading, switching weapons, or performing an “Ammo Check” by holding R.
Ammo is seen as multiple gray boxes, each of which represent a weapon magazine. As the ammunition of a magazine is depleted, the box will also deplete. The magazine currently in the weapon is the one with the white bar above it.
Pressing R to reload will maintain the magazine and save any rounds left inside of it for later. If the magazine is empty however, it will be discarded.
Speed Reload
Pressing R twice quickly performs a Speed Reload. This will reload a player’s weapon faster, but toss away the magazine and its remaining bullets. Remember, if you expend all the rounds in a magazine, you might as well.
Note that it is not currently possible to pick up a mag that was tossed away.
Staged Reloads
Reloads can be interrupted when switching weapons or some other action that occupies the hands. A reload must then be manually resumed, but will resume at the point at which it was interrupted. For example, if a magazine is out of the weapon already, then the reload will resume at the point of putting a new magazine in.
Picking Up Weapons and Scavenging Ammo
Players can pick up weapons from the ground by tapping F.
Ammo can only be scavenged of weapons of the same magazine type (AKS74U/AK74, or M16A2/M16A4/M4A1/Mk 18 Mod 1, etc.)
Press and hold F to take ammunition. You can only get one magazine from the weapon.
The magazine you receive is the one that was loaded into the weapon, and it maintains whatever its round count was (ie half empty, full, 29 rounds, etc)
Without doubt the "ammo pickup" situation needs to be tweaked from how it is now. Some good ideas presented.
The most simple I believe to change is that from a fallen weapon only a few rounds (i.e., part of a magazine for example) are available and then only if the same type (or caliber if possible) of the weapon(s) currently selected.
The problem has never been the lack of ideas presented on a feedback but the execution of the devs to not update even when they know damn well their vision was all screwy to begin with... that and thinking that the mushy brain of a casual can't take a little bit of thinking and/or that their brain will explode if exposed to such a difficult thing as to having to reload at an ammo crate and not from a dead soldier when the cartridge is different.
I agree. .....and it doesn't have to be a case of going to one extreme or the other. I believe there are some compromises that can be made to allow more complexity to mechanics such as this without offending even the more casual among us. Some aspects of "realism" can still be immersive and cool without feeling dull, boring and unnecessary to gameplay. IMO, that applies to ammo management, mechanics and related animations.Originally Posted by GiveMeTactical Go to original post
Personally, I think many GR and GRW fans would appreciate a little more depth in their gameplay along these lines even as an option.
Yeah, that always good for a little chuckle when you discover that. ....or when you're waiting for a revive and you hear that "pickup" sound when your teammates start killing any enemy AI hovering around your incapacitated character.Originally Posted by RedCeII Go to original post
It does depend on whether it's the right type (calibre) though.. You can't forage ammo that's different from your firearm. You get the sound, but don't get the ammo. Least, that's been my experience.
I don't think the ballistic system in the game, is so in depth that it differentiates on more specific levels. Maybe the devs could devise a "match grading" system; whereby you only get the full benefits of ammo at caches only. -- Hell, if they wanted to they could do an "effectiveness" system, whereby if you don't clean the gun it loses effectiveness and even jams (like FC2). That's what I thought the refresh paint was about (still don't know what it does). Lol! Then the M4 can be closer to the real thing, good for 5-7 shots!![]()
As long as in doing so these things are 'options' because I personally can't be bothered with that. Afaiac a 7.62 round, is a 7.62 round. I don't care otherwise. It's a game and I'd rather more playable content than endless tweaking (after the late Sept. Update).
Did you ever consider pressing the button to find out? What it does is right in its name: it gives the gun a fresh coat of paint.Originally Posted by Paladinrja Go to original post
Default worn look
With refreshed paint
After you refresh the paint, it will gradually wear back down to the default worn look.
Yeah, ok. Well, I did of course "press the button to see what it does" and didn't notice any difference. It just asks me if I want to remove the guns "wear and tear". -- Which is why I thought it had something to do with "effectiveness", but the gun never loses effectiveness.Originally Posted by Ghost416 Go to original post
Insurgency sounds like the right direction for this game....
Ammo pick up is not based on caliber, it’s I believe simply categories - assault rifle, Sniper etc...
All they need to do is at the very least - switch off Auto pick up.
Then ammo can only be restocked at ammo crates or you pick up an enemy weapon.
This would be better than what we have at present.