robarcool wrote...
Well, one problem with ammo award per count is that it will give people almost zero incentive to move out of cover during a fight, except for vanguards of course. Why would anyone get out of cover if they are getting their regular supply of ammo right where they are crouching behind a crate? I don't say that I like moving around for clips, but ammo per kill will make the game a little too easy.
What I think is that they need to beef up the ammo drop dynamically based on player skill (something L4D does with the no. of Zombies) and a huge maximum ammo count. So, if you are skilled, you get somewhat less ammo and if you need help, you have more ammo to fill up your whole pool.
I didn't really move out of cover in ME2, at least not for the purpose of collecting ammo. I can't think of a single time where I ran out of ammunition with the AR or SMG (maybe once or twice on Insanity). And since most fighting is fairly close range it's not much of a concern since those weapons are generally more then ideal.
However the few instances where using a Sniper Rifle is a good idea you tend to burn through ammo pretty fast. Even with the Widow getting nothing but headshots you'll run out or get fairly low. And then there's Shotguns which are just laughably bad unless you're pratically kissing the enemy. That works out alright for Vanguards, but makes them pretty useless for everyone else (well Soldiers anyways). So using them at any sort of range ends up being a complete waste. Although from what videos I've seen of ME3 the Shotgun range looks a bit better.
The ammo per kill would help Snipers a lot. I really dislike that Sniper rifles are a little more then a glorified secondary weapon in ME2, when they should be a fully capable primary weapon with just as much spare ammunition as the AR/SMGs. In ME1 as an Inflitrator I pretty much always used my Sniper except when Husks and stuff got too close forcing me over to the Pistol (oh how I miss adjustable zoom...)
It would also aid Shotgun users as they could actually stand to use their Shotguns at something other then point blank range. Also picking ammo from enemies in ME2 was often problematic since enemies either didn't drop at times or ammo would get stuck in the terrain. It's quite annoying to go pick up a clip only to find you need to dance over it first since it's partially glitched. (Another good reason to simply award the player ammo rather the let potential bugs continue to cause issues with manually pick ups.)
Also it would be something of benefit for those (such as myself) that like to kill all the enemies, rather then rush past the trigger points and break the spawns.
Look ME2 is a camping game. Can you really say you aren't camping when you spend the vast majority of the time hiding behind cover? It is not a Run-n'-Gun shooter. You have to camp to a certain extent even with classes like Vanguard. If you want to move from cover you're totally free to do so. But using ammo as an incentive is just a poor excuse. Oh yes I totally want to run in the middle of the field to pick up ammo from fallen enemies while remaining enemies are perfectly clear to tear my shields to shreds. That totally makes sense in a cover based shooter.
It's the A.I. itself that should force you to move: either by lobbing grenades or firing rockets, or just advancing/flanking you. Then you actually have a legitimate reason to move to new cover. Also I find it much exciting to be forced to move because a Krogan/Varren is charging me from around a corner rather then because my gun is running out of bullets. But perhaps that's just me.
Also from footage I've seen of ME3 it's look like the enemy A.I. is far more aggressive so I doubt you'll be able to get away with camping one spot indefinetely. I see no reason to continue being a battlefield buzzard.