joe-h2o said:
It's an interesting choice that you can carry an ammo box *or* the tank mines but not both. Are the engineers who you run with all carrying C4 only? If so, yell for one to swap out to an ammo box. If he's the only one putting one down he'll be racking up XP like it's christmas - nothing like free XP because other people are reloading
There is an interesting glitch with the ammo box which I'm not sure is intentional or not. Equip claymores or tank mines in your utility slot, where the ammo box normally goes. Then pull out your turret. Hit B (the alternate fire key). Your turret placer will turn into an ammo box! Drop an ammo box, hit B again; it is now a turret placer again!
You can get a turret, an ammo box and a utility all simultaneously using this trick. Like I said I'm not sure if it's an exploit or not, because it doesn't make sense to code in ammo boxs into the turret slot in this way if you wanted them to exclusively be a utility item. Time will tell if Sony patches it or not
OT: I made a very large post about this a few weeks ago (it was actually the reason I registered on the forums!) but essentially, I don't think PS2 counts as a pay-to-win game. This is because the real-dollar unlocks, like the guns, are almost universally sidegrades that specialise towards one function or another at the expense of versatility, whereas the default loadouts are intended as jack-of-all-trade weapons.
The problem is that the community perceives some sidegrades as direct upgrades, leading to complaints that you have to drop money in the game to be competitive. This isn't totally accurate. The unlocks are genuinely sidegrades, it's just that some of the sidegrades are considered so useful that the community basically perceives them as upgrades.
For example: it's virtually impossible to hit aircraft with the default missile launcher on the heavy assault, because it's a dumb-fire weapon. If you want to hit air reliably, you need to pay certs or real money to unlock a missile launcher with lock-on. A lot of people consider the lock-on launchers as direct upgrades because you'll have zero chance of killing aircraft without them, but the fact is that the lock-on launchers don't deal as much damage as the dumb-fire ones, and after maining as heavy assault for about a hundred hours, I can tell you that I prefer to carry the dumb-fire for this reason.
There are a couple of exceptions - rocket pods or A2A missiles on the fighters, for example, are so massively useful in all circumstances that you basically can't pilot seriously without them, which is a balancing issue. ALso, the grind in PS2 is very steep.
I should mention, however, that Sony regularly drops double or triple station cash days (about once a month) and that double XP weekends are not infrequent (we're just coming off the tail end of
two weeks of double XP for the holiday season). Once you factor those in, the grind becomes a lot more tolerable. (To be honest, they need to permanently double XP gain if people want any chance of unlocking things in a reasonable timeframe.)