I believe I understand that such measure is meant so that players cannot force a disconnection and rejoin their team with full special ammo. If such measure is indeed to mitigate such an issue I feel it is adequate for all the competitive modes. But on quick play modes or sixes where connecting into a match already in progress this measure is more than a little detrimental to the unlucky player that gets tossed in that match. Not only is the player joining a situation were they do not have any knowledge of the state of the game field, but now possibly lacks half of the resources of their set up just because the matchmaking decided they should fill a vacant slot. It is my experience that getting tossed into such a situation , just to often get fragged by a super, heavy or the enemies special ammo weapons is hardly enjoyable or fair for the player filling in that slot. Hopefully there can be some consideration on this matter when it comes to the NON COMPETITIVE modes, where this problem is more prevalent and less likely to be the result of trying an exploit.
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Edited by A_mo: 4/5/2024 3:57:09 PMJoining a lobby with empty special does feel pretty terrible, especially if people have their supers charged and basically everyone has special ammo saved. It seems like one of those things that might be like that because joining with it could throw things off but a lot of join in progress happens because someone quit after the scores got too far apart. So it doesn't seem like giving people special when they join for the first time would cause too many problems.