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Different Ammo Values


corruptedvalor
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Just going to throw this out there and see what people think, but why not have different max ammo values and pickup amounts based on the specific weapons, rather than shotgun, sniper, rifle? Just to take 2 of the extremes as examples, Ogris and Gorgon, have Ogris's max ammo be something like 50, and picking up an ammo drop on Ogris would restore 5 rounds, where Gorgon would have something like 1,000 max ammo and an ammo drop would restore 50 rounds. I'm just pulling these numbers out of thin air, but I think they illustrate the point.

 

Shotguns and Snipers work well under the current ammo system because their clip sizes, function, damage, and rate of fire are all fairly similar, while rifles/pistols seem to be the "default" for any strange weapon DE wants to put in. The ammo and pickup values seem to be more balanced around the Braton and Lato than most of the newer rifles and sidearms in that game.

 

You could separate them into different drops (not each weapon, but each category) like it is now, and it's just a variable pickup, or make everything "main" and "secondary" and have mutation mods just increase the amount each pick up gives you.

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I think that for the most part, ammo capacity provides some balance by makign ammo effeciency important, and giving some weapons that have lower DPS an advantage in longevity. The main issue is the Ogris and Torid, which for some reason use rifle ammo, despite having some very high damage. Simply switching them over to sniper ammo would solve the problem.

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No, Viper/etc vs Lex/etc is my point. The Vipers have some insane fire rate and burst damage potential compared to the Lex, but they'll burn through your ammo much faster. If they just made it so the Vipers had 2-3x the ammo capacity and whatnot of the Lex, then that balance of firepower NOW vs not running out of ammo as fast goes away. Same with primary weapons. If the Gorgon and Soma simply have more ammo than the semi-auto and burst guns, you wouldn't have to worry about running out of ammo, which would let you spam them to your hearts content. As it is, the Soma and Gorgon are balanced out by their relatively low ammo effeciency compared to the weapons like the Hind and Latron, which have higher base damage but lower fire rates. The Soma and Gorgon can do more damage now, but the Hind or Latron is more likely to still have ammo in five minutes (unless you have good trigger discipline with the Soma or Gorgon).

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While that would make sense in theory, it ends up happening that the rapid fire weapon just end up worse in practice. Ammo efficiency ends up being king, as you never run out of ammo, or even dip far below max, on weapons with slow RoF and high damage, while you will run out almost immediately on rapid fire weapons.

 

Also, rapid fire weapons don't actually out damage slow fire ones, at least not by an appreciable margin. Soma is a the exception to the rule at the moment, as it just does a lot of damage regardless, but Gorgon's damage certainly isn't remarkable, just like Grakata, Boltor, and even Supra. 

 

As it is now, taking a low damage-rapid fire weapon just makes the game harder with no real benefit. Buffing their damage would be another way to solve the rapid fire specific problem, but the point of this would be to address the ammo efficiency problem, both with weapon that have max ammo all the time versus ones that never seem to have enough, without changing the damage and feel of the weapons.

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