Pending [FF2] clip/reserve ammo exploit/bug when switching weapons before round start (1 Viewer)

EKJMNY45

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Feb 5, 2025
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when changing current weapons to certain weapons before the start of the round, you can inherit its original ammo/clip stats to what they arent supposed to be

for example, when changing from any soldier rocket launcher to the rocket jumper before the start of the round, you will get the rocket jumper (which is stock rocket launcher stat wise) with the 60 ammo reserve, effectively fixing all primary ammo issues for the round. this extends to the sticky jumper as well

weapons that have reduced clip stats like the diamondback can hold 6 rockets with this exploit, going back to its regular form once its shot back down to one clip. thats preety busted

this also applies negatively to snipers using the darwin danger shield, once they switch to it they remain at 125 and need hp to get to the intended 210hp

idk about the other weapons, these are just the ones i noticed


reporting this just in case its not reported already, post can be removed if necessary
 
I can't seem to reproduce this on my server, perhaps this is fixed in latest version on FF2 which isn't on panda yet. Though I don't see it mentioned in any of the releases.
 
View attachment 1752149731316.pngjust replicated it on main server

im not sure if you need the gun to be out when done, but the idea is

have any revolver, change to diamondback before the start of round and as it starts you are given the diamondback with 6 rockets

also, edit. it seems the jumper weapons keep the increased reserve ammo capacity, so you can always get back to 60 reserve ammo on soldier

not sure if the screenshot works :P
 

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