View Full Version : MP5 grenades / minigum ammo regen suggestion
AdamR
7th October 2007, 16:56
Ok, so far we have taken them off the ammo regeneration skill unless it's chosen by random.
I was wondering how you all feel if instead of always being random for those two, there is a 1 in 3 chance that the player WILL get the item, or a 2 in 3 chance it will be back to random.
Would kind of be a half way point between keeping the regeneration there and forcing it to completely random.
Decca
7th October 2007, 20:23
sounds good. At least that gives you some heads up. I was trying to beat Gonomes last night and I would have killed for a little more minigun ammo, and even with the random how it is now, I never seem to get ammo for it. Some should be acceptable, but not as much as before. And is there any way to reduce the max ammo for the minigun. I believe it's at 800 now. Because even with what you suggest, someones gonna get the minigun and hide with it. Waiting for the ammo to get full. Maybe switching it down to 400 or 300. So even if you have alot of ammo reincarnation. You can't cause too much damage with only half a clip. Mp5 grenades. Maybe you could only hold 5 instead of 10.
cyberdaemon
7th October 2007, 21:12
No dont change the max ammo.There is one factor to get this special ammo all the time and it is when all other ammo is full.So why not to remove that "if the weapon that regeneration was gonna give ammo to you is full , it gives something else" factor ? And no gauss ammo too.And we never seen handgrenades and other stuff like that being given.Lets say 1 grenade at time ?
AdamR
7th October 2007, 22:02
I said already. I am not removing any more ammo from the generation. Two are out already. Any more and this upgrade won't be worth having.
Ozku "Orava"
8th October 2007, 04:37
AR grenades maximium amount should be lowered (to 4 maybe?). Even without Ammo reg players can still pick up all AR grenades.
Seting Ammo Reg to giving ONLY randow ammo would probally make some players angry, I would say settting gluon/gauss, minigun and AR-grenades to random would do just fine.
AdamR
8th October 2007, 10:03
I don't know the ammo index to read AR grenades amount yet... the plugin never did that.
ruM^
8th October 2007, 19:16
I assumed regen ammo for the minigun was completely removed until I noticed that I dug up 100 ammo just as I ran out whilst using the Minigun. On that note, my suggestion would be to completely remove minigun ammo regen if possible. It prevents anyone from whoring experience points for a long period, and the only available ammo would be the world ammo items players can pick up. This is so it doesn't keep a player plotted on a single spot for the whole map shooting the engines of an osprey. :eng101:
I would probably have suggested removing regen AR grenades just like regen Minigun ammo, considering that they can empty areas very quickly. But since they are not a huge factor as the Minigun when it comes down to gaining a lot of experience points, then I recommend having them set to a 1 in 3 chance of obtaining them through random Ammo Reincarnation. Plus players can still pick them up on the maps themselves.
cyberdaemon
13th October 2007, 13:28
Yea , but egon is even better as it is absolutely more accurate.If you shoot at osprey with egon you can gain 100 points in less than 30 seconds.Or was it like 10 seconds ?
Anyway , it seems that i get alot more ar grenades lately.
AdamR
26th October 2007, 01:47
I've just applied (this minute) a new update allowing a 1 in 5 chance of receiving minigun / AR grenades to make things a bit more fair between what SCXPM originally provided and providing nothing at all.
When SCXPM decides it's now time to give you ammo for the weapon you hold, it will follow these rules:
If you are holding a minigun, a random number from 1 to 5 is picked. If it's 1, you get given a minigun clip (100 minigun rounds). If it's 2 to 5, you get given something else at random (low chance of that random choice being a minigun clip).
If you are holding an assult rifle and holding 250 rounds not in the gun, a random number from 1 to 5 is picked. If it's 1, you get given assault rifle grenades (2). If it's 2 to 5, you get given something else at random (low chance of that random choice being assault rifle grenades). If you don't have 250 rounds outside the assault rifle, you can only be given more rounds as normal.
There is still a low chance of receiving the "high powered" bonuses, and still next to no chance of becoming a whore from it, but it makes the ammo regeneration skill more worth having.
We will see how this goes over the next week or so.
ruM^
27th October 2007, 17:24
Well to be honest AdamR with the above ent in place it feels like the gameplay has gone back to its original state where every other player is spamming his grenade launcher. With my current stats I can gain maximum AR grenades really quickly and for sure anyone with maxed ammo regen will use them all in one go amoung a room filled with enemy npc's. So it results in what looks like a TFC spamfest escapade.
The Minigun isn't as bad as the AR grenades, though players can still hold on to it a little longer to a point where they can still potentially gain a lot of xp from whoring ospreys and the such. For me it was better when absolutely no Minigun ammo regen was implemented, so it would enable players to use the Minigun more sparingly.
But this is my own opinion. Someone else would probably say otherwise. :smileshot
AdamR
27th October 2007, 18:42
Hm.. I have max ammo regen too, and I only get given AR grenades randomly as before or when I hold the MP5 while it has max ammo (which is hard as you have to fire it to kill stuff).
I've hardly noticed it handing them out more, as 1 in 5 is almost as low as dice, but we'll see how it goes. It is a trial after all :) I could also try it out as real dice, giving 1 in 6 chance.
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