You can't hit a sittintg duck that is suppressively spamming a weapon with practically infinite ammo.so there's no reason to reduce its effectiveness, unless you can't even defeat the crappiest of 'campers'. But then you'd have to be a real terrible fps-gamer as anyone should at least be capable of hitting a sitting duck.
You can't hit a sitting duck when you don't have the hitscan weapon and they do.
Camping is an effective tactic in 8+ DM and why should map designers have to stick to a certain formula just to insure that camping certain weapon bases is less effective. I like maps having different flavors.
This part I was not sure of. Are you able to toss weapons to teammates in WSON? Someone go test it for me because I don't have access to ut2k4 at the moment. The only reason I'm arguing is because I haven't seen any real reasons why this is not a good replacement for wson throw weapon on servers. And this wouldn't force wsoff players or wson throw weapon off players to play any differently than they do; it wouldnt' change anything for them, at all. Before I started getting abrasive all I had seen being replied is "zomg complicated" "zomg wson twon sucks" or "this is the game and I don't like changes; new ideas suck"As for WSon Toss on servers. You can easily help your mate by tossing him a gun you have that you don't use. But why on earth would you? WSon is for FFA servers. WSoff is for boring ones
Yes, people may be hanging around the weapon pickup waiting for the refill to be available after returning from somewhere else on the map. Also, they may still camp the pickup but budget their ammo accordingly. If the game designers make good max and starting ammo along with this, then wson twon games(which are the most popular pub setting in the states for both TDM and DM) will not favor camping weapon pickup bases as much as it does now. Right now, wson twon still favors camping weapon bases more than the idea I suggested. Throwing a weapon and getting a new one is superfast; it doesn't have to be done in a calm area. The only thing that has to be done in a calm area is walking over an ammo base without the shieldgun type weapon, because people are going to spamming the base with suppressive fire if they see you want to go there, nothing different than wson twon.IMO it will have people hanging about weapons more.
The reason I think the setting I suggested would promote more flow is because once you pickup or refill your weapon there are no longer any assets there for you, until a certain period has passed. This, naturally, would cause someone to wander off to other parts of the level. This is the biggest difference between wson twon and the setting I suggested, as far as this topic of map flow goes.
Old reasons to stay in the proximity of a weapon base that are still present with the setting I suggested, after you picked up or refilled weapon, are:
1. waiting for weapon ammo packs in the same vicinity as the weapon base to spawn
2. denying other players the weapon
The second reason would be lessened if the setting I suggested was in place, because the more you fight at the pickup base the less ammo you have, and if the game designers made a good starting and max ammo, then you'd actually be a sitting duck, without shieldgun, or any form of protection, because of your limited ammo. But if it was wson twon then you'd be able to replenish your ammo right after ever conflict in close proximity to the weapon base.
The first you can't do anything about.
This doesn't negate the ability to run out of ammo easily.Ammo levels are there to help reduce spam. If you negate the ability to run out of ammo easily
This still doesn't explain as to how the setting I suggested will negate the ability run out of ammo easily in a ctf game. All I got out of this is you is you don't like something different and you like throwing a weapon to get a fresh one, because it takes a little more work to do than simply walking over a weapon base. You explain how giving more players ammo will cause more spamming. But you in no way have said how the setting I suggested will give players access to more ammo than they already have with wson twon.(weapon toss is only useable in a calm environment, and i feel it's a fairly viable thing - necessary in CTF at times) by giving out more ammo, then people will be less inclined to change weapon, to move about to get other weapons, to get ammo packs. If you're running out of ammo and there are no packs about, it's part of the game that you'll have to toss it and go and get it again, or do without...AND LEARN TO DEAL WITH IT.
me said:The ammo pickups are to sustain the player when he/she is far away from the weapon base.
The ammo pickups still are to sustain the player when he/she is far away from the weapon base, regardless if they were picked up in close proximity to it or not. Having to rely on weapon ammo packs to sustain your ammo is not the purpose of wson twon. If there is a server setting that is for making the players rely on ammo packs instead of throwing their weapon and picking up a fresh weapon, it's wson twoff. The setting I suggested would not affect this setting at all. All you'd have to do is have a setting disabling the weapon pickup from refilling or something similar to that.As it is at the moment there are generally ammo packs around the weapons anyway, effectively covering any aspects of this Mute anyway. You can get the weapon, and ammo at the same place
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