I was playing the past week upgrading the Gunner spec and I was able to restock and pick spec ammo normally 100% and I though Massive was able to fix it ... but today I went back to Sharpshooter and the problem start happening within few mins ! so what's the deal ?!!
Obviously the patch didn't fix the problem at all and I guess the players just got tired from reporting the same problem not that the recent server patch solve it partially, any update Massive ?
So I thought they fixed the issue too, but it is still happening with the grenade launcher also. BUT I figured out as long as I put away the launcher before walking over the ammo it never bugs out. So I blow sh!t up, reload that +1 from the 6+1, then put away my launcher and go around picking up ammo. If I reload while too close to the ammo on the ground it seems to bug. So my advice is not to reload your weapon if ammo is on the ground close to you, it seems that when it picks up the ammo during the reload it bugs the gun. Hope you understand.
It's the opposite , Only the gunner ammo is working normally and can be picked-up, the other 3 old specs are still bugged.Originally Posted by Ubi-Mark. Go to original post
There seem to be two separate issues, both I suspect related to shoddy code handling ammo and magazine capacity.
Firstly, ammo isn't distributed properly between magazine and spare ammo. It seems that if you fire your Special Weapon AFTER a Special Ammo Drop has been generated and holster it, the game will still treat the weapon as full and attempt to deposit the pick-up to spare ammo, which will likely be full. This is true whether you're holding the weapon or not. You need to draw the weapon, reload it to free up spare ammo capacity and THEN pick up a drop.
Reloading while within pick-up range of an existing Special Ammo drop completely disables pick-up, it seems. You need to reload your weapon, holster it, draw it again and THEN you can pick up special ammo again.
Both of the above are true for Gunner. The reason, I suspect, that Gunner feels less impacted by this bug (because it IS impacted by it) is because Gunner generally has more spare ammo capacity with which to reload. All of the other Specialisations use very low-capacity weapons, meaning it's common to not HAVE spare ammo capacity with which to reload.
My current theory is that the code for handling Special Ammo pick-ups is far more complex than it needs to be, because it attempts to push ammo into your Special Weapon's magazine first before pushing ammo into your spare ammo capacity, which is NOT normal ammo pick-ups work unless you're pulling from an ammo box. My suggestion is to rework ammo capacity entirely and go with either the L4D system or the Payday system.
In L4D, the player is able to carry more ammo than their capacity typically permits - enough to fully reload their weapons which use that ammo. This would mean that carrying an LMG with 90/150 ammo would allow me to carry 960 ammo until I perform a reload, whereupon my limit would drop to 900. In Payday, your total ammo capacity includes the ammo currently in your active weapon. This would mean that carrying an LMG with 150/150 ammo would give me an ammo capacity of 1050, which would go down dynamically as I fire my gun. Applying either of these approaches would allow Special Ammo drops to accumulate purely as spare ammo capacity without forcing the player to perform a reload before picking up more. These problems have been solved before.