epicelite Posted April 6, 2015 Share Posted April 6, 2015 Game Version: B4.02 Map: N/A Severity: Moderate Issue: Heavy Pistol, Carbine, Tiberium Fanchette Rifle, and Tiberium Auto Rifle have finite ammo when they should have infinite to match the silenced pistol and machine pistol. Reproduction: N/A Workaround: Purchase a refill in your base. Suggested fix: Grant infinite ammo to all sidearm weapons. Sidearms are supposed to be there so you always have a way to defend yourself. Quote Link to comment Share on other sites More sharing options...
Chrisjh0223 Posted October 1, 2015 Share Posted October 1, 2015 This is likely intentional as the purchasable sidearms are more powerful than free sidearms and the primary weapons issued to free infantry. When you buy a more powerful sidearm you are given an ammunition limit to compensate for your higher formidability aspect. It only makes sense that because they are higher tier weapons (sort of like higher tier character weapon primaries) you can only dish out so much damage before needing to get a lucky refill crate mid-field or returning to a terminal in your base; this is routine for higher tier characters who love their damage dishing primaries anyway. Quote Link to comment Share on other sites More sharing options...
SFJake Posted October 1, 2015 Share Posted October 1, 2015 See, broken logic here. The problem is that they are side-arms in the first place. They don't belong as side-arms. They're too powerful. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 1, 2015 Share Posted October 1, 2015 What's the point in buying a side arm if they would be less powerful than your regular weapon? Quote Link to comment Share on other sites More sharing options...
DoctorB0NG Posted October 1, 2015 Share Posted October 1, 2015 What's the point in buying a side arm if they would be less powerful than your regular weapon? In my opinion, sidearms should be used when either: 1) Your main weapon is out of ammo 2) Your main weapon isn't fit for the current range/type of fight Currently sidearms are preferred over lots of classes main weapons in all scenarios and I'm not really a fan of that Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted October 2, 2015 Totem Arts Staff Share Posted October 2, 2015 I've always said I hated how sidearms worked. I like the idea, but the execution is just terrible IMO. They broke Engineers (I fear Hotties with carbines more than Havocs), give snipers even better CQC abilities, and WHY IS THE HEAVY PISTOL OUR ANTI-TANK? Honestly sidearms have been needing a rework for the longest. Probably will poke at them and suggest that one thing I mentioned back in the day about splitting sidearms and secondary weapons. Like I said in that topic, I've never armed up and been given another rifle as a sidearm. Quote Link to comment Share on other sites More sharing options...
Henk Posted October 2, 2015 Share Posted October 2, 2015 Got any ideas for the side arms? Rocket Launcher (the cheap one, not the gunner one), could be cool. It's a more logical/realistic anti-tank than the heavy pistol, and it's kind of shitty in CQB? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 2, 2015 Totem Arts Staff Share Posted October 2, 2015 Got any ideas for the side arms?Rocket Launcher (the cheap one, not the gunner one), could be cool. It's a more logical/realistic anti-tank than the heavy pistol, and it's kind of shitty in CQB? The M79 Grenade Launcher (single bullet GL) would do good as long as the grenade doesn't explode on your face. Quote Link to comment Share on other sites More sharing options...
epicelite Posted December 6, 2015 Author Share Posted December 6, 2015 Nod laser pistol when? Quote Link to comment Share on other sites More sharing options...
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