r/reflex•
Fastidious_

Thinking about backpacks/ammo limits/ammo sinks

One of the cool things in QW TDM is you can build up obscene amounts of ammo. For example QW backpack holds 100 rockets. That sounds like a lot compared to Reflex's limit of 30 but in a 4v4 TDM match 100 rockets can easily get used up in 5 minutes (matches last 20 minutes). The way such ammo accumulates is due to the backpack system. Players always drop all ammo they have, not just the weapon they were holding. As matches go on, over time ammo naturally tends to build up. Generally speaking players who can stay alive longest or get lots of kills will typically net the biggest backpacks of ammo. You also sometimes just luck into it by killing a player with a lot. However rockets don't stack past a limit of 100, so if you have 99 and pickup another 99 you still only get 100 rockets. I think for larger teamplay games of TDM/CTF that higher ammo limits and backpacks are the way to go (unless there is something better).

It adds a unique dynamic as late game ammo resources can be much higher in certain situations. It also adds another layer to teamplay. You will want to kill that guy with the huge bag of ammo to use it for your own team and to deny it to the enemy. It also makes you consider how efficient your ammo use is. For example if you go around picking up weapons and ammo then feeding the enemy you'll be doing their ammo gathering for them. That will allow them to focus more on other elements of gameplay like powerups, health or armors.

As most know QW did have one large ammo sink, lightning gun discharging in water. In QW if you fired LG under water it did massive damage and used up all the LG ammo. This was a good mechanic because it was a good way to kill strong enemies and it used up all LG ammo. QW LG was primarily balanced by how limited ammo for it was. LG and Ion Cannon are super powerful underwater due to how slow movement is there. I wouldn't mind seeing discharging in Reflex. This mechanic could be taken further and discharging underwater could not only destroy your own ammo but anyone else's caught in the blast (could be just IC ammo or everything?). Think of it like a chain reaction explosion if you were to discharge under water and catch others. Another idea is what if dropping a backpack full of explosives ammo (rocket/grenade) into lava or slime caused a massive explosion? That would be a similar ammo sink for explosive weapons and add a suicide bomber type tactic (similar to LG discharging in QW). These types of mechanics are still only useful if the map design incorporates them effectively.

What do you guys think?

Posted Feb 27, 2015, 4:00 PM UTC

65
prodiG•

I'd honestly prefer bigger backpacks, or at the very least have them be mode-based, but I don't mind managing my ammo with the way it currently is.

6
Speechbonus•

I think this would be an amazing mechanic in team based modes, not so much 1v1.

1
Fastidious_OP•

Yeah for sure, discharging was only used as a last resort in QW 1v1 for instance. The only map that was played a lot that even had it was DM4 and discharging in the lava is quite the risky tactic.

2
landshark9•

i think discharging should definitely make a comeback, however the current ion cannon just isnt powerful enough for it to have the same role in 4v4 that shaft did in qw i think. having ion cannon be strong enough to be the ultimate weapon killer in 4v4 but weak enough to not destroy 1v1 is going to be tricky. i feel like the current value is a nice compromise but more 4v4 games need to be played to see how it actually affects the game.

also, we need backpacks for engi when we get a team fortress mode (boo ntf boo)

1
Teusku•

Or make a new gun: supercharged ion cannon. It replaces the ion cannon when the game mode is switched to TDM.

Doesn't confuse new players because it's a new weapon, doesn't break duel maps because it's not in duel and gives qw folk their op shaft.

1