[Suggestion] Remove the ammo resupply cap.

Discussion in 'Engineer' started by Upgraded434, Nov 13, 2013.

  1. RealityWarrior

    For Medic's It requires enemy damage to get xp, thus you can not stand around with your squad shooting and healing each other for xp. If you are team killed I believe there is no xp for your res no matter if it was the medic who killed you or not.

    There is no repair xp cap for the same reason. If you team damage something there is no xp for repairing, no matter if it is you or a team mate who does the repair.
  2. MajiinBuu

    The xp cap is per person.
    Find the patchnotes to try and prove me wrong.
  3. CNR4806

    Speaking of which they really need to remove the repair xp cap for the Sunderer. It's stupid.
  4. Upgraded434

    As it is too late to edit my original post I just want to say, I don't think they should remove the ammo cap but should have it turn off for five minutes or so then turn on again.
  5. KnightCole

    I vote for more limits. Like the Engi resupply kit, you get ONE!!!! It can resupply 1000bullets worth of ammunition then it poofs. The Engi has to purchase the ammo kits with Infantry resources, say 250 per kit.

    The MANA turret, 100round mag, 300 on backup. You get ONE and have to resupply it as well, 250per
    AV MANA, 1 round, 7s reload, 10 on back up, can be increased with certs into it, max 20 rounds. Can be resupplied with an ammo sundy.

    Ammo sundy, can resupply 250 large caliber rounds, IE, Libby, Tank, MANA AV, HA Rockets and the ability runs dry...has to go to an ammo tower to get more, or the WG.

    Vehicle resupply towers, can dish out 1000 main gun tank rounds and 5000 gunner rounds before being empty, has to wait 6hours before being resupplied. would be marked with a icon indicating ammo lvl and timer on resupply. Could be resupplied faster with an Ammo Galaxy....yes, a new Gal type. I wish.

    Main base Terminals, each terminal can be used 1000 times before being empty, has to wait 2 hours for resupply, or a Ammo sundy, or Nanite truck..w/e.

    Oh, Spawn tubes, 2000 respawns before running dry on nanites, 2 hours before resupply, or Nanite Truck supply.

    Medic guns, Lv1 can revive 50 people b4 running outta Rez Juice, each additional level adds 25 uses to it.

    We could add a new base, Nanite manufacturing facilities, capturing them increases resupply rate of nanites to all controlled faciltiies by a good portion. Adds a 25% boost to the limit of nanites to all nearby controlled facilities. So your Respawn tube could then do 1250 respawns instead of 1000.

    oh, yeah, Vehicle Fuel levels, you get ex amount of minutes before your fuel tanks run dry. If your an Aircraft, you would lose all thrust and be in basically a glide mode. If your a Lib and you were in hover mode....uh oh.....you would drop out the sky like a brick. If your a tank and you run outta fuel....oops, you go no where. To refuel you hit the WG or a nearby friendly nanite manufacturing facility.

    Id also slow the resupply rate down by a heap load. It would be maybe 1 tank round each 6s. To reload a rocket pod for an ESF, would take say, 3s per rocket x each rocket added. That way stuff doesnt just fly off resupply and come back.....fly away and come back....ugh.


    Or alternately the resupply rate could be rated like 10m per hex away from the WG. So say the Tawrich tech plant is 12 hexes away from the warpgate, 120m till resupply? To resupply say Dahka from the current TR WG, that would be awhile.

    Those are the types of things that would add strategy, immersion, skill and thought into this game. The endless spammy zerg would end. People would prolly wanna die less. medics would be more important. Oh yes.



    MORE limits, not less!!!!
  6. Funzo

    Holy crap. You really want this game to turn into nothing but running around trying to resupply everything. I think I'd pass on "Service Station Attendant: The Game." I hear people like shooting things, though, so maybe we should let people concentrate on that instead of devising spreadsheets for supply line distribution. Every time someone brings up the old nanite truck supply stuff from PS1, I just remember how boring it was and how many people it probably drove off forever since people usually play games to avoid situations that resemble real-life jobs.

    But you just suggested an entire game of this exact process, except for everything and not just aircraft.
    • Up x 2
  7. KnightCole


    Yeah, but it could turn into defending and escorting supply lines. It would add meaning to dying. It would give us something to do besides mindlessly zerg into a base, then another, then another. Right now, I find base capping more boring then driving a supply truck across the map.

    Also, It would put more emphasis on resupply kits from engis and maybe the Sundy resupply thing. It could give ESF more to do besides be OP against ground targets. Stopping supply gals lol.

    It could bring an actual end to a base fight, once the nanites in the base run dry, the base is pretty much done. Same would go for the attackers. The players would have to be a bit more skilled and actually good wtih thier ammo and stuff.

    But this is the age of RMB, profit....if one cant RMB and kill 10 guys its no fun...soo...ok lol.



    And that last line you quoted, what I meant was, fly off to a terminal, resupply in 3s and be back, wash rinse repeat. Instead my idea would make the air craft be down for a bit longer. Would make you think twice about wanting to just set down and resupply at any ol tower, lest you be nuked off the pad by another plane.
  8. Jeslis

    Repair sundies are not capped. Only ammo stuff.
  9. Shellana

    Repairs are capped. Spawn a repair sunderer, and park it next to a friendly tower with several damaged turrets. You will start getting multiple repair ticks for all of the turrets in range. After a little while, the XP will stop. Worse, if you go and repair something with the engy repair tool right after than, you will not get any XP.

    There is a cap on the number of repair ticks you can get XP from, but it is high enough that it is really hard to hit.
  10. TheKhopesh

    It's called Triage.

    Most useless waste of 1,350 certs there is.

    No matter how little XP you think you're making off an ammo box, I can guarantee you medics make less off triage.

    I actually have been keeping a running tally (I just add it up in my head, that's how little it is) of the XP that triage has netted me since I bought the first rank back in May 2013.

    To date, I have made 231 experience from triage.
    That's right. Less than a cert.

    I only maxed it because I had to in order to get 100% on my medic class.
  11. KnightCole


    Id bother with 100% a class if it meant something....did something...but it doesnt, so meh..
  12. GunsmithJoe

    The easiest way would be to have a counter on the infantry. Every time he damages an enemy, increment the counter.
    Every time he resupplies, decrement the counter. If the counter is greater than zero then give the engineer his XP.
    • Up x 1
  13. RealityWarrior

    While I agree with what you said, it isn't relative or comparable.

    IF Engi's had a skill that refilled ammo of those in the same vehicle then that would be comparable.

    If you want to discuss a medic similar issue you would have to compare the xp you get from your activateable AOE heal that you actually use near other people in combat while supporting a push or a defense. While I would agree that this is still less on average that ammo boxes there is no cap on it, nor on your direct hear or Revive.(However those ALL require active enemy damage to get XP as opposed to people could just shoot the ground and farm exp from ammo boxes with no cap, hence the cap)

    Personally I hope they do something to change triage. I love having 1 level of it, and I would buy one level of an Engi skill that did the same for ammo but I hate that while you are correct your argument makes no sense to the actual discussion.
  14. Jeslis



    It stops because all the turrets get repaired to full? .... I'm sorry why would you think it would continue if everything is fully repaired.
    There is no repair sundy xp cap.
  15. Ryekir

    I concur with this; I have never stopped getting repair XP while still repairing things. The only time I stop getting repair XP is when there is nothing left in the area that needs repairs.
  16. TheKhopesh

    You know how camo's don't apply to specialty tools (The infil's recon dart gun, engie's repair tool, and medic's medigun)?
    Well, I would like to see either a gold camo specifically for that class' tool, or a gold version of the final rank after you've got 100% on that class.
  17. MajiinBuu

    You've obviously never tried it. Go to a friendly amp station. After fully repairing roughly 5 turrets you'll stop getting xp from repairing turrets. There IS a repair sundy xp cap.
    Wrong. Lies.
  18. Jeslis


    I would not be surprised if afk turret repairing does have a cap.. However, in a COMBAT capacity, under cover where tanks are constantly coming to me for reps, and we got lots of AI engi turrets setup, I just get SPAM rep xp for 2 hours straight, no cap.

    Compare to ammo pack or ammo sundy, where the xp stops within seconds of supplying a large group....

    .. MAYBE there is some cap for repair sundy, but it must be INSANELY high, or have restrictions preventing afk amp station repairing only.

    Most likely this is because you only get xp for repairing enemy damage.. which is harder to bot.. in comparison, ammo sundies and packs are easy to bot somewhere constantly firing, etc..
    -(my guess as to why caps on rep sundies don't exist, or are much higher)
  19. Shellana

    Read it again, I was repairing a turret with my repair tool while my sunderer was repairing a tower full of turrets. I was not getting XP for the repair ticks from my repair tool. The turrets my sunderer was repairing were not repaired to full. I moved to another turret to double check to make sure it wasn't because of damage due to friendly fire, but the next turret I repaired also gave me no XP. After a few minutes I started getting XP from repairs again.

    It is not easy to hit the repair XP cap, but that doesn't mean it isn't there.
  20. Shellana

    It is a global cap on all forms of repair XP. I stopped getting XP from my REK tool when I hit the cap. It is high enough that you will never hit the cap with just your REK tool alone though.

    I think the repair cap is in a good place balance wise. I was merely addressing the argument that "Since repairs don't have a cap, neither should ammo resupplies", which is based on a mistaken assumption that repairs don't have a cap.