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Double Ammo DMFlag

 
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Oxyde
Dominating!


Joined: 01 Feb 2012
Location: France (67) Host: Zero Dawn

PostPosted: Sat Dec 01, 2018 5:37 pm    Post subject: Double Ammo DMFlag Reply with quote

Hello !

So a quick one that could be beneficial, and I guess not too hard to implement: Enable 2 x Ammo value similar to "Nightmare!" and "I'm Too Young To Die"; Getting a 4 Shells Pickup would result in getting 8, and so forth. Should Nightmare/I'm Too Young to Die be impacted is left to discuss, but I'm positive they should stay as is and basic x2 instead of x4.

Could turn out useful in cases like TNS with 20+ players and ridiculously low ammo pickups.

Speak up people!
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Flambeau
Malibeau


Joined: 15 Jun 2017
Location: The Netherlands

PostPosted: Sat Dec 01, 2018 6:07 pm    Post subject: Reply with quote

well that is a good thought. Regarding the Sessions on "low ammo" maps..
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EarthQuake
Wicked Sick!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Sat Dec 29, 2018 2:03 am    Post subject: Reply with quote

It's unnecessary. You could simply load a DeHackEd patch that doubles the amount of ammo that items give.
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GreenchiL
Unstoppable!


Joined: 19 Aug 2011
Location: #FS #Ducks YouTube: Rosh Fragger

PostPosted: Sat Dec 29, 2018 11:36 am    Post subject: Reply with quote

EarthQuake wrote:
It's unnecessary. You could simply load a DeHackEd patch that doubles the amount of ammo that items give.

But what if double ammo is only needed for a particular rotation? Changing DMFlags is quicker than adding/removing an extra patch wad from the server, just saying.
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Mon Dec 31, 2018 1:03 pm    Post subject: Reply with quote

I doubt it would improve the gameplay anyway
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Flambeau
Malibeau


Joined: 15 Jun 2017
Location: The Netherlands

PostPosted: Mon Dec 31, 2018 5:33 pm    Post subject: Reply with quote

It sure would in multiplayer sessions with many players. but then on the maps with little ammo. It could be a help
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Oxyde
Dominating!


Joined: 01 Feb 2012
Location: France (67) Host: Zero Dawn

PostPosted: Tue Jan 01, 2019 11:11 am    Post subject: Reply with quote

EarthQuake wrote:
It's unnecessary. You could simply load a DeHackEd patch that doubles the amount of ammo that items give.

And what if a particular map has a lower ammo pool available?

Aeyesx wrote:
I doubt it would improve the gameplay anyway

Yet another quality input from Medis, thank you!

I am aware it has alreay been discussed and rejected, but we're mostly speaking about Survival here, not competitive modes.
Having doubled ammo and standard respawn times will flow the game differently compared to simply lowering the item respawn time (which would cause a problem for healing items).


Last edited by Oxyde on Sat Dec 07, 2019 12:38 am; edited 1 time in total
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Wed Jan 02, 2019 6:18 pm    Post subject: Reply with quote

Something more general was done and you'll see it in the next release. Here is the changelog entry:
Code:
Added an "sv_ammomultiplier" CVAR that modifies the amount of
ammo given on pickups. It's a scale factor expressed in percentage
terms: defaults to 100 (%) and can range from 0 up to 500 (%).
Applies to coop and survival ONLY: ignored in other modes.
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Oxyde
Dominating!


Joined: 01 Feb 2012
Location: France (67) Host: Zero Dawn

PostPosted: Wed Jan 02, 2019 10:14 pm    Post subject: Reply with quote

This is more flexible than I could ever expect!
Merci beaucoup Smile
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GreenchiL
Unstoppable!


Joined: 19 Aug 2011
Location: #FS #Ducks YouTube: Rosh Fragger

PostPosted: Wed Jan 02, 2019 10:55 pm    Post subject: Reply with quote

Kilgore saves the day! I hope he returns to #ZDplayers someday...
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Flambeau
Malibeau


Joined: 15 Jun 2017
Location: The Netherlands

PostPosted: Wed Jan 02, 2019 11:03 pm    Post subject: Reply with quote

thanks for implementing another request.
seems like things are at full speed also this year (y)
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