Ammo cut down
I played crizis and a few others on wdm12, and have had no problem
getting the extra rl ammo unscathed, just like before the ammo
change... I do agree with everyone saying there isn't enough ammo
after the initial weapon pickup, and this will hopefully have been
adjusted correctly for the next release. There's no point in adding
new weapons to maps, which would change the dynamic of the map
significantly.
Problem is more of actually picking up the RL than the ammo, once
you have the RL you can go in and pick the ammo or pick the RL
again, but getting it when your 150/150 opponent is chilling around
the RL area is a bit tricky if not to say impossible.
agree, the simple way to do this is simply to adjust the ammo
values rather than starting to cut and paste weapons/ammo on all
the different maps.
btw clownfart, did i get the definition of copy right? ;P
btw clownfart, did i get the definition of copy right? ;P
WTFProoF wrote:
Problem is more of actually picking up the RL than the ammo, once you have the RL you can go in and pick the ammo or pick the RL again, but getting it when your 150/150 opponent is chilling around the RL area is a bit tricky if not to say impossible.
I don't see denying weapons as a problem. It's a good tactical possibility.
By the way could we have the good old 100 MG ammo at pickup back? I don't think anyone ever had a problem with it. MG ammo is 25 now, and it uses 13 bullets per second. So you can shoot it for 2 seconds. MG has 80 dps, so if you have 25% aim with it, you make total of 40 dmg within those 2 seconds. Which pretty much makes picking MG equivalent of picking nothing at all...
MagusZero wrote:
They already said that's a bug. It's meant to have at least 50 on pickup.
Ah, alright.
(updated 2012-07-25 08:15:54)
They already said that's a bug. It's meant to have at least 50 on
pickup.

