M4a1 Ammo

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NoahKirchner
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M4a1 Ammo

Post by NoahKirchner » 09 Oct 2016, 19:35

Summary (a quick, 2-3 sentence summary):The M4a1 is *the* USCM weapon, but at the beginning of the round, even before first deployment, you'll sometimes be hard pressed to fight any ammo for it at all (especially on high-pop). So I think that we should either just flat out increase the amount of ammo in the vendors, OR, half the RO/CT's able to order a crate ONLY FOR M4a1 ammunition, and it'd cost like 50 points and give 20-30 magazines for the marines to use (no AP).

Benefits (How this will benefit the server and game as a whole): Make using the M4A1 possible if you try to use it any time but the very very beginning of the round.

Details (Description of how you think this would work, the benefits, etc): I said it in summary, but add in an option for the RO to order a crate of 20-30 M4A1 magazines in a crate (only the standard magazines) for around 50 points or so, or adding more magazines/stocking loaded m4a1's in the marine prep vendors.

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Ready In
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Eenkogneeto
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Re: M4a1 Ammo

Post by Eenkogneeto » 09 Oct 2016, 20:39

This could be solved by making ammo crates worth ordering, Currently you get 2 m4 mags 2 m39 mags and a box of each shotgun ammo type and pistol ammo in the standard ammo box...for like 30-50 points or some shit.
Or double the amount of m4 ammo in the prep area venders, but move all the AP mags to req to balance it out.
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LordLoko
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Re: M4a1 Ammo

Post by LordLoko » 09 Oct 2016, 20:53

hey, I was going to suggest that, this days we have the scarcity of what's the "bread and butter" of the USCM.

We need more ammo, +1
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Re: M4a1 Ammo

Post by Jroinc1 » 09 Oct 2016, 20:59

I dunno.
Marines wasting all their ammo at shadows over 30 min IS helpful to xenos, and currently empty mags CAN be refilled.
I guess +1. Can't hurt, they still gotta get the crate down there.
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qDan
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Re: M4a1 Ammo

Post by qDan » 09 Oct 2016, 21:07

+1, never enough clips in 80+ (not even talking about 120+) games, especially when lazy asshats with backpacks and belts full of ammo and rare items goes in cryo w\o stripping themselves, thus removing all useful things from game once and for all. Usually ending my muhrin experience after joining 30-40m long round by looting things from everywhere just to get usual quantity of common things like clips and flares.

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Renomaki
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Re: M4a1 Ammo

Post by Renomaki » 09 Oct 2016, 21:43

I wouldn't mind having supply orders that focus more on a single gun type, rather than just a mixed bag of ammo types.

I ordered such crates as an RO before, and while they give a good handful, it doesn't last very long in the hands of burst-firing marines. It would make saving points all the more valuable, and would force players to think before ordering shit.
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completelynewguy
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Re: M4a1 Ammo

Post by completelynewguy » 10 Oct 2016, 22:19

+1 for the idea in general. High pop's sucking mags dry and no one is thinking or knows about recycling empty magazines.

If this can't be accepted, then why not consider making the amount of mags relative to the server population? ie: 100 pop has the Marine Vendors and Cargo's vendors spawn with 5 or 10 more magazines.

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Re: M4a1 Ammo

Post by Warnipple » 10 Oct 2016, 22:43

+1 More ammo!

Although in high-pop, you could always have people retrieve used magazines to put into the vendor. The scarcity of ammo is a nice feature to the game.
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Re: M4a1 Ammo

Post by Snypehunter007 » 26 Nov 2016, 23:46

Think this has been done...
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Re: M4a1 Ammo

Post by forwardslashN » 27 Nov 2016, 13:50

Ammo now scales with population. Resolved.
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