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Unlimited Ammo
Tactical Feb 1, 2016 23 replies 404 views
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T
OP Advisor 💎 x4 🤝 good guys
Can we revert this yet?

It has done nothing to combat camping, if anything it has prolonged battles even more. Squads just sit in one spot and spam ammo until eventually one side gets a kill. Not to mention running two LMGs is completely overpowered now.

Can we stop with the dumbing down of USL even more please?

thanks m8
I
🛡️ x1
CTFPL please!
J
Grim Angels C
hmm they actually implemented unli ammo? what specific gameplay "problem" were they even attempting to remedy?
T
League Analyst 💎 x7 👑 good guys C
Agreed with the LMGs
M
🛡️ x5
Not sure where this idea came from, I'm sure other staff have seen this post by now and are addressing the issue.
U
⭐ x3 💎
rip usl
W
⭐ x5 Clique
I love the unlimited ammo. No useless class changes that slow the game down.
Y
Commentator ⭐ x16
i like the unlimited ammo
J
🛡️ x3 Phenylephrine HCI
Yosh let me know whenever we NTing for Hypocrites!!!
K
Commentator ⭐ x2 Kays Krew 3 C
Keep unlimited ammo!
W
⭐ x5 Clique
Now that we have tested the unlimited ammo we should do a poll about it.
Webmaster 👑 x24 👑 Gentlemen CO
Unlimited ammo is a nice convenience I'm not going to lie. But I still think it will benefit the better squads and will result in even bigger blowouts. Maybe to appease both sides we could meet in the middle and increase starting ammo/carry capacity?
P
Ernie made a great point, unlimited ammo is fun and nice yes, but it made dual even just one lmg super strong. Especially with no misfires.
W
⭐ x5 Clique
limit LMG to 1 if you have to like we havewith ripper and nader. Give it a law too. Its more fun with different classes in games. I know last night ripper was used and it was a nice change.
A
⭐ x2 Kays Krew 3
Unlimited is retarded, I was sbing a shit squad last week and literally sat outside their DS without even having to go back and change classes.

You don't even need skill or tactic, you can literally hold a small choke by spamming AR for 5 minutes

Since weaker squads die more, it isnt benefiting anyone but better squads. Darth, are you going to hate on me for voicing my opinion?

Someone said this awhile ago, but if ammo is such a big deal, which it's not on EC (it is more on KR) give medics each an extra 200 AR ammo, that they respawn with after they die. That is 2800 AR bullets for your team each fresh battle. If you really need more than that, I feel you should have to sacrifice position to go back to the DS to get it.
V
⭐ x4
well to answer that question Nos. Energy weapons souly focus on energy dmg. In other zones you do not have generators. Once plasma weapons drain the energy and the Gen shuts off that is when they start to really do most of the dmg. Cara is mainly protected VS explosive dmg frags rifle grenades rpgs etc. P6 is more for dmg vs bullets AR rifles and other pistol/rifle dmg weapons. But it gets deeper, PF Gen has a faster energy reload rate. But in turn is weak VS explosive dmg/ strong VS ken dmg from assault rifles. IDF gen has a slower energy reload rate but has a stronger explosive dmg rate/weak VS rifle dmg. Being good at CTFPL really relies on awareness. Knowing who is already energy drained and focusing your fire on that person to take him out and then move on to the next. That's why on a 5 man defense we have 1 heavy 2 infs, 1 med to heal and tranq and 1 engineer to keep rets up to protect our flags and use electron beamer to drain the offense of energy. 1 D inf will most likely always use CAW which is an awesome draining weapon and doesn't really do dmg until the persons GEN is drained and is shut off. While the other inf has shotgun, both also have AR rifle if I may add. But ya the SG inf focuses on taking out the players who have been drained from the engineers EB and the other infs CAW. When a infantry is at 0 energy, 1 rifle grenade takes an inf from 60HP to 0. So If you can be aware enough to know who is drained and then focus on those players. You should be an effective player. The heavy is a passive class that really stays behind the D infs and provides heavy support. Micro missile launcher and Maklov AC cannon rounds. All explosive DMG. SO the heavy relies on the infs and the engy to do there job draining the offense of there energy to really do effect damage and be an important asset.
N
💎 x16
well to answer that question Vince Carter. Energy weapons souly focus on energy dmg. In other zones you do not have generators. Once plasma weapons drain the energy and the Gen shuts off that is when they start to really do most of the dmg. Cara is mainly protected VS explosive dmg frags rifle grenades rpgs etc. P6 is more for dmg vs bullets AR rifles and other pistol/rifle dmg weapons. But it gets deeper, PF Gen has a faster energy reload rate. But in turn is weak VS explosive dmg/ strong VS ken dmg from assault rifles. IDF gen has a slower energy reload rate but has a stronger explosive dmg rate/weak VS rifle dmg. Being good at CTFPL really relies on awareness. Knowing who is already energy drained and focusing your fire on that person to take him out and then move on to the next. That's why on a 5 man defense we have 1 heavy 2 infs, 1 med to heal and tranq and 1 engineer to keep rets up to protect our flags and use electron beamer to drain the offense of energy. 1 D inf will most likely always use CAW which is an awesome draining weapon and doesn't really do dmg until the persons GEN is drained and is shut off. While the other inf has shotgun, both also have AR rifle if I may add. But ya the SG inf focuses on taking out the players who have been drained from the engineers EB and the other infs CAW. When a infantry is at 0 energy, 1 rifle grenade takes an inf from 60HP to 0. So If you can be aware enough to know who is drained and then focus on those players. You should be an effective player. The heavy is a passive class that really stays behind the D infs and provides heavy support. Micro missile launcher and Maklov AC cannon rounds. All explosive DMG. SO the heavy relies on the infs and the engy to do there job draining the offense of there energy to really do effect damage and be an important asset.
W
⭐ x5 Clique
My dick is hard
M
Apollo voicing what I've been preaching. Wedding invite sent.
S
⭐ x5 🤝 Kays Krew 3
I like the unlimited ammo so far, and most of my squad has too, but I agree that it makes dual LMG much more powerful and can be used by stronger squads to never let the pressure off of weaker ones.

I'd like to see an increase in ammo capacity and/or meds starting with marine ammo.
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