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The Miter Is Bugging Me.


Aercascade
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I've done a google search and found a post that existed since November but didn't want to necro post... so here goes.

Why does this gun need Rifle Ammo Mutation when it consumes Sniper Ammunition?

It makes so little sense.

 

 

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The Rifle Ammutation just mutates the ammo into sniper ammo anyway. I don't get it?

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I too noticed this issue and was quite confused. At least if it is meant to use sniper resources, give it the extra support to truly be a sniping sawblade(?), weird I know. In general, it just feels like an odd niche gun that doesn't really do what it is intended to do.

 

I'm more curious why we're still using sniper rifle ammo as saw-blades and rifle bullets as rockets/grenades/napalm.

 

Agreed.

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I too noticed this issue and was quite confused. At least if it is meant to use sniper resources, give it the extra support to truly be a sniping sawblade(?), weird I know. In general, it just feels like an odd niche gun that doesn't really do what it is intended to do.

 

 

Agreed.

 

I think, honestly that makes a lot more sense but... reasons.

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Ammo should just have one drop pack to simplify the fact it's a game but they went into specifics and then left out specific things :P
I understand the Problem with the ammo but it's something that isn't a major game breaking flaw so I couldn't care about when this get fixed if ever but maybe they'll change it?
I'm however doubtful because of the ammo mutation mods, to make all ammo types rendered pointless by releasing a single ammo drop which is universal means that the mutation mods become obsolete so the solution that comes to mind is that ammo drops should give a .2 or .5 increase on how much you gain from an ammo drop.

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I personally think that all of the "unconventional" weapons should fall under the shotgun category since making a "launcher" category would cause more headaches.

 

Yeah, because the Ogris and Penta clearly need mods that give +120% multishot, +240% more damage, and +150% fire rate.

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Ammo should just have one drop pack to simplify the fact it's a game but they went into specifics and then left out specific things :P

I understand the Problem with the ammo but it's something that isn't a major game breaking flaw so I couldn't care about when this get fixed if ever but maybe they'll change it?

I'm however doubtful because of the ammo mutation mods, to make all ammo types rendered pointless by releasing a single ammo drop which is universal means that the mutation mods become obsolete so the solution that comes to mind is that ammo drops should give a .2 or .5 increase on how much you gain from an ammo drop.

 

If I wasn't a high level with every ammo mutation card I'd see it as a problem because I would've tried to farm ammo mutations only seconds later I just find out I farmed the wrong card.

 

It's confusing really.

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