Voxman Posted October 13, 2002 Share Posted October 13, 2002 The ammo on these units runs out quite quickly. Opinions welcome ! Link to comment Share on other sites More sharing options...
Sabrewolf Posted October 13, 2002 Share Posted October 13, 2002 I always use SMG units to assault which I think is what they intended to be used for. Since assault does not generally last that long they dont really need much ammo Link to comment Share on other sites More sharing options...
SaTyR Posted October 13, 2002 Share Posted October 13, 2002 True. Played around a bit with SMG squads, they are perfect shock troops, but the ammo load is a bit of an issue. I came to the conclusion, that you need rifle armed squads to be the backbone of an attack and only assault with the SMG heavy squads. They are good for something like 2-3 assaults (and firefights after). I also give them covered arcs of only 40m or so, just so that they do not fire while Advancing (for example) and save their ammo for the assault (I usually remove the arcs at this point, so that they can fire a bit further while assaulting). Supressive fire is the key to a successful assault. On the defence SMG squads are lethal, but their ammo load limits their usefulness, IMHO. There have been many conversations about SMG squads and their light ammo loads. IIRC the ammo load was found realistic. And if I got this right, 1 "point" of ammo on SMG squads mean 1 burst (consuming more ammo faster than standard rifle fire) and so the clips get empty a tad bit faster than a rifle squad runs out of ammocombs (or whatever). Ie. they carry the same amount of ammo, only consume it differently. IMO the ammo amount is just right, enough to be useful when used correctly but if used the wrong way or in the wrong place, you can end up with 12 man strong squad 300m from the nearest enemy and LOW on ammo. Whether you think the ammo load to be just enough or lacking depends so much on your playing style. This said, the SMG squads use their ammo pretty darn fast no matter how you play, when the firefightr starts at point blank range just have to keep them in check a bit more carefully then Had a SMG platoon embark on T-34's, crashed through german line FAST and disembarked. Turned the wagons around and let the SMG squad close range FP and T-34 canister shots do the rest. Mopped up with rifle infantry and support weapons. Then repeated. Wonderful troops Link to comment Share on other sites More sharing options...
scorpius1001 Posted October 13, 2002 Share Posted October 13, 2002 You may notice all infantry units in close proximity to each other will expend more ammo than they would at range..Due to the fact that the threat is more "real"..i.e. closer.....this is doubly true for SMG units...... Link to comment Share on other sites More sharing options...
zukkov Posted October 13, 2002 Share Posted October 13, 2002 yah, what they said. smg squads are for close combat only. don't put them out on the firing line with the rifle squads. even if they had more ammo, they wouldn't be very effective. over 40 meters and their firepower goes down fast... Link to comment Share on other sites More sharing options...
Andrew H. Posted October 13, 2002 Share Posted October 13, 2002 I think that the ammo change came from some discussions on the CMBO board; the conclusion was that SMGs had too many "shots" given their high rate of fire and the amount of ammo they carried with them. The new limits seem much more realistic to me; it also explains why all nationalities didn't convert to SMG only squads. The converse of the SMG squads is the all-rifle-armed Soviet Recon Squads, with 63 ammo points. The key to controlling your SMG's ammo expenditure, if it's a problem, is to use the covered arc command: set it to 180 degrees, but put the distance out to only 50 or 70 meters. This should take care of the problem of wasting ammo on low odds long-range shots, if that's a problem. (For me that's only really been a problem with MGs; gradually bringing the range in is a good way to save ammo). Link to comment Share on other sites More sharing options...
StellarRat Posted October 13, 2002 Share Posted October 13, 2002 Anyone that has had the experience of carrying ammo can understand why they don't seem to have much! Link to comment Share on other sites More sharing options...
Fishu Posted October 13, 2002 Share Posted October 13, 2002 Try finnish troops.. even rifle platoon runs out of ammo too soon :I Link to comment Share on other sites More sharing options...
Voxman Posted October 13, 2002 Author Share Posted October 13, 2002 The problem with allowing troops to run out of ammo to soon is that people will no longer select them and the game becomes a replay of the previous game as people select the same troops over and over.... BORING.. Gotta factor in everything! Link to comment Share on other sites More sharing options...
Foxbat Posted October 13, 2002 Share Posted October 13, 2002 Originally posted by Voxman: The problem with allowing troops to run out of ammo to soon is that people will no longer select them and the game becomes a replay of the previous game as people select the same troops over and over.... BORING.. Gotta factor in everything!But if you has SMG squads which are both massively effective and have lots of ammo people would use them exclusively.. boring Link to comment Share on other sites More sharing options...
WWB Posted October 13, 2002 Share Posted October 13, 2002 The trick is now you have to use your SMG squads sparingly, and as part of a combined arms force, instead of cruzing around wreaking havoc. WWB Link to comment Share on other sites More sharing options...
Cameroon Posted October 13, 2002 Share Posted October 13, 2002 Originally posted by Voxman: The problem with allowing troops to run out of ammo to soon is that people will no longer select them and the game becomes a replay of the previous game as people select the same troops over and over.... BORING.. Gotta factor in everything!Well, it would be equally boring, IMHO, to have the units all equal. Then you'd see whatever people wanted to bring to the game, but there'd be little point. As it is now, if I've got the points I'll often buy a platoon or two of SMGs for each rifle company. The SMGs follow on to provide awesome close range firepower against targets the rifle squads find. Link to comment Share on other sites More sharing options...
Le Tondu Posted October 13, 2002 Share Posted October 13, 2002 It may not be much of a solution and some folks may already be doing this, but on the QB parameter page, select "Full" for Ammunition. Maybe a lower setting is being selected by default? That might help some. Link to comment Share on other sites More sharing options...
Andrew H. Posted October 13, 2002 Share Posted October 13, 2002 Originally posted by Foxbat: </font><blockquote>quote:</font><hr />Originally posted by Voxman: The problem with allowing troops to run out of ammo to soon is that people will no longer select them and the game becomes a replay of the previous game as people select the same troops over and over.... BORING.. Gotta factor in everything!But if you has SMG squads which are both massively effective and have lots of ammo people would use them exclusively.. boring </font> Link to comment Share on other sites More sharing options...
Dirtweasle Posted October 13, 2002 Share Posted October 13, 2002 I've found that *ALL* Inf. type troops are running out of ammo too quick. That is except for the ones shooting at my squads! Link to comment Share on other sites More sharing options...
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