Deidaku Posted February 2, 2014 Share Posted February 2, 2014 (edited) Hey everyone so i was on the wiki recently to check out some stuff about the main weapons and something bugged me for a while : Why does the miter use sniper ammo while the Penta Ogris and Torid use Rifle And the thing with the rifle ammo launchers is that they're so ammo efficient that it's the same as having infinite ammo , you litterally can't run out of penta ammo SO why not add a new ammo type for these 4 weapons and for future ones = Launcher ammo /Heavy ammo + reduce max ammo of rifle ammo launchers to add difficulty and required skill The whole point is they're their own category now and need to separate from the others , unlike bows their ammo consumption is broken Edited February 2, 2014 by Deidaku Link to comment Share on other sites More sharing options...
tigrex Posted February 2, 2014 Share Posted February 2, 2014 or make it simple and move them to sniper ammo Link to comment Share on other sites More sharing options...
AuroraSonicBoom Posted February 2, 2014 Share Posted February 2, 2014 (edited) 120 Rounds of ammo should be enough for a heavy weapon, which is already present in the form of shotgun ammunition. Edited February 2, 2014 by AuroraSonicBoom Link to comment Share on other sites More sharing options...
Amistyrja Posted February 2, 2014 Share Posted February 2, 2014 another one Link to comment Share on other sites More sharing options...
Drazhar14 Posted February 2, 2014 Share Posted February 2, 2014 or make it simple and move them to sniper ammo And rename sniper ammo to special ammo so it covers the variety of weapons that use it? Link to comment Share on other sites More sharing options...
Deidaku Posted February 2, 2014 Author Share Posted February 2, 2014 or make it simple and move them to sniper ammo Not really a good idea it's too rare. + they're their own category now : look at the miter , super ammo inefficient because it takes from the sniper pool They're probably going to add maybe a tenno launcher with the new labs so it's necessary imo Link to comment Share on other sites More sharing options...
Kuppz90 Posted February 2, 2014 Share Posted February 2, 2014 Also been thinking about this, they should definitely get another ammo , those weapons Link to comment Share on other sites More sharing options...
Carillon Posted February 2, 2014 Share Posted February 2, 2014 moving the launchers over to shotgun ammo/mods would fix their supereffficency and the lack of weapons that use shotgun mods at the same time. although, that's been mentioned before, repeatedly, but DE doesn't seem to care. Link to comment Share on other sites More sharing options...
DraikoHunter Posted February 2, 2014 Share Posted February 2, 2014 The penta and the Ogris do require a bit of skill. You have to deal with the charge time of the rocket, coupled with the slow travel time. With the Penta, the arching is so heavy that you have aim a lot higher than normal just hit some far away enemies. So some skill is needed, but the ammo count for the weapons is a bit ridiculous. Link to comment Share on other sites More sharing options...
slappy330 Posted February 2, 2014 Share Posted February 2, 2014 Why does the ammo for the weapons matter..? Link to comment Share on other sites More sharing options...
Brasten Posted February 2, 2014 Share Posted February 2, 2014 It's not question of ammo type. DE needs to get into the code and split Ammo Pools from Ammo Type. There is no reason every Rifle must have 520 ammo, every shotgun 120, every pistol 220, every sniper 72. Its a critical game stat that is NEEDED to help balance weapons. Link to comment Share on other sites More sharing options...
monkeys9ab Posted February 2, 2014 Share Posted February 2, 2014 (edited) Why does the ammo for the weapons matter..? It doesn't we just have people with to much time on their hands. Edited February 2, 2014 by monkeys9ab Link to comment Share on other sites More sharing options...
Firetempest Posted February 2, 2014 Share Posted February 2, 2014 Change from 4 ammo types to 3. Light, med, heavy. Pistols, SMGs are light Shotgun rifle sniper are med saws, rockets, grenades are heavy. The base value of each pickup can stay 20 but the weapon type itself has a natural modifier. Pistols would have no modifier for light ammo and get 20. While a SMG has a x2 modifier and get 40. Rifles have no modifier and get 20 from med ammo. Shotguns have a .5x mod and pick up 10 and sniper has a .25x and pick up 5 This could allow ammo guzzler heavy machine guns to get a 1.5x And for heavy, Saws could be a base 20. grenades a .5x and rockets like sniper .25x When the weapon type effects the drop amount, you can actually add balance to ammo consumption than just tossing it to the category that's just kinda close to what it might be, or just breaking it outright like Ogris. In terms of drop rate, instead of 4 different types close to 70%,50%,40%,25%. Could just drop the 3 at equal rates. Ammo mutation mods can split with a new set. One can still steal other ammo types as they function currently. Another one can adjust the guns actual modifier with perhaps a decrease to damage output. ex: A new mod can increase the SMG modifier 2.2 2.4 2.6 2.8 to max 3x so 60 ammo from 40. but decrease damage per level as you can spray much more. Link to comment Share on other sites More sharing options...
xoxcloudxox Posted February 2, 2014 Share Posted February 2, 2014 520 rockets baby. Link to comment Share on other sites More sharing options...
(PSN)atpbx Posted February 2, 2014 Share Posted February 2, 2014 You don't need to balance ammo types, you have no competitive advantage over anyone. Like, none what so ever. Link to comment Share on other sites More sharing options...
leonvision Posted February 2, 2014 Share Posted February 2, 2014 or just simplify ALL the ammo into primary and secondary. Link to comment Share on other sites More sharing options...
KTribute Posted February 2, 2014 Share Posted February 2, 2014 Why do we even need ammo? Can I just enjoy killing things? If I like to use Dual Vipers, can I use them for more then a minute without running out? I'd say go with Mass Effect's overheat method for guns. Link to comment Share on other sites More sharing options...
Sixty5 Posted February 2, 2014 Share Posted February 2, 2014 Moving the weapons ammo basically just means you run a mutator on it. I.e. You remove one modslot. I'd much rather they stay rifle ammo, but consume 10 ammo per shot. Link to comment Share on other sites More sharing options...
shut Posted February 2, 2014 Share Posted February 2, 2014 or make it simple and move them to sniper ammo +1. New ammo type is a bad idea. Leads to either: - Dilution of ammo drops, so Sniper ammo becomes even rarer - Unnecessary amount of total ammo drops if the first point is avoided, causing even more lag than excess ammo pickups already do Just give them all Sniper ammo and rename it "Special". Link to comment Share on other sites More sharing options...
Mak_Gohae Posted February 2, 2014 Share Posted February 2, 2014 It's not question of ammo type. DE needs to get into the code and split Ammo Pools from Ammo Type. There is no reason every Rifle must have 520 ammo, every shotgun 120, every pistol 220, every sniper 72. Its a critical game stat that is NEEDED to help balance weapons. Yeah, that's basically the problem. People bring up this with the launchers because of the damage per bullet they do but dont notice smaller stuff like the Latron. That thing never runs out of ammo and it's essentially a sniper rifle too. Link to comment Share on other sites More sharing options...
shut Posted February 2, 2014 Share Posted February 2, 2014 (edited) It's not question of ammo type. DE needs to get into the code and split Ammo Pools from Ammo Type. There is no reason every Rifle must have 520 ammo, every shotgun 120, every pistol 220, every sniper 72. Its a critical game stat that is NEEDED to help balance weapons. Agreed. I always liked the consistency between weapons that shared the ammo types, since it helped define which ones were ammo-efficient and which ones weren't, but maintaining this consistency isn't as important as keeping balance in check for weapons like Ogris, Penta, Twin Vipers, and (debatable, since its charged function makes it the most ammo-efficient sniper in the game) Miter. The ammo pools shouldn't be tailored to each and every weapon to the point of them all being equally efficient (Braton's efficiency is fine, Boar Prime's is fine, Latron's is sorta-fine), but they occasionally need to be altered to prevent ridiculous extremes (such as infinite-ammo-no-matter-what-you-do from Ogris and not-even-mutation-mods-can-save-you Vipers). Edited February 2, 2014 by SortaRandom Link to comment Share on other sites More sharing options...
Caernarvon Posted February 2, 2014 Share Posted February 2, 2014 Rename sniper ammo to special ammo since it already accounts for weird stuff like arrows. And apply it to launchers. Link to comment Share on other sites More sharing options...
Atlas_Smirked Posted February 2, 2014 Share Posted February 2, 2014 Why does everyone whine about the launchers considering that next to no one seems to be using them? All I see are Somas or [insert Assault Rifle variant here], at least in PUGs. Link to comment Share on other sites More sharing options...
Brasten Posted February 2, 2014 Share Posted February 2, 2014 Why does everyone whine about the launchers considering that next to no one seems to be using them? All I see are Somas or [insert Assault Rifle variant here], at least in PUGs. Because those of us that have them know how kinda stupid OP they are when you don't blow yourself up. They're kinda like insta win buttons, with more ammo then you could ever use during an entire mission. It gets boring using them. Also because they tend to explode in your face when Puggies cross infront if you like derps, its safer and less focus intensive just to use a Soma or the like. Link to comment Share on other sites More sharing options...
Instinction Posted February 3, 2014 Share Posted February 3, 2014 I've given this some thought myself, and to be honest I think Launchers should fall somewhere along the lines of 30-60 rounds in total and 2 in the clip for Torid and Ogris. Would make them more "Launcher" like, making people want to use them sparingly as opposed to just blowing up any mob in their path. Link to comment Share on other sites More sharing options...
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