shut Posted May 10, 2014 Share Posted May 10, 2014 It's kind of strange because they made a Community Hot Topics near the end of last year where it talked about Miter and Ogris/Torid ammo type, and how they might be better if reversed and such. It seems they might have forgotten about that. XD It's the Community Hot Topics. Once something gets put on there, a general rule is that it must be forgotten. I'm still waiting for the Nekros buff. Link to comment Share on other sites More sharing options...
BaSiLB Posted May 10, 2014 Share Posted May 10, 2014 why we need oxygen in earth ? .. Link to comment Share on other sites More sharing options...
shut Posted May 10, 2014 Share Posted May 10, 2014 so why even lower the ammo count? who cares if Ogris has 150 or 540 ammo if u can shoot whenever you want? So it wouldn´t make the Ogris worse in any way... This is the #1 argument I see for keeping the Ogris' ammo as it is. Suppose you had a pistol that fires 3 times a second and deals 10000 base damage per hit. If somebody suggested lowering the damage to 1000 per hit, the argument of "Well, it's still going to one-shot everything anyways, so why nerf it?" isn't exactly helping the notion that it isn't overpowered. Link to comment Share on other sites More sharing options...
Dalu__Ka Posted May 10, 2014 Share Posted May 10, 2014 so why even lower the ammo count? who cares if Ogris has 150 or 540 ammo if u can shoot whenever you want? So it wouldn´t make the Ogris worse in any way... That's why its ammo count should be 10. Link to comment Share on other sites More sharing options...
n0xi0us Posted May 10, 2014 Share Posted May 10, 2014 I would be happy if the Miter's projectiles didn't shrink when max charged.. that would be keen. (the effective size is smaller than the actual blade, so it might miss when it clearly looks like it 'hits') Link to comment Share on other sites More sharing options...
Smoking-Ashes Posted May 10, 2014 Share Posted May 10, 2014 because Nova...and past Vauban...also the once glorious Ash a.k.a Ninja Link to comment Share on other sites More sharing options...
Tengu-musume Posted May 10, 2014 Share Posted May 10, 2014 The teleporter inside Link to comment Share on other sites More sharing options...
alphex2357 Posted May 10, 2014 Share Posted May 10, 2014 Well, in real life, the rockets probably. But in Warframe, the Penta fires square bricks that have a weak arc and can't travel very far, which indicates to me they're much heavier than they look - whereas the Ogris fires rockets that are not only silent, they appear to be of similar size to the Penta grenades, and would not surprise me if they are mostly hollow. And that^ whats heavier? a sack full of grenades or a sack full of rockets? STAHP PLEASE NO LOGIC IN WARFRAME PLEASE STAHP! Link to comment Share on other sites More sharing options...
(PSN)NicoTheSneakyGuy Posted May 10, 2014 Share Posted May 10, 2014 On a related note, where are said 540 rockets? Actually where do our warframes keep all their ammo? Link to comment Share on other sites More sharing options...
Tengu-musume Posted May 10, 2014 Share Posted May 10, 2014 STAHP PLEASE NO LOGIC IN WARFRAME PLEASE STAHP! you stop :p Link to comment Share on other sites More sharing options...
PsychedelicSnake Posted May 10, 2014 Share Posted May 10, 2014 whats heavier? a sack full of grenades or a sack full of rockets? How much does the sack weigh? Link to comment Share on other sites More sharing options...
MrJxt Posted May 10, 2014 Share Posted May 10, 2014 Why do we carry more rifle ammo than pistol? Link to comment Share on other sites More sharing options...
ndantony Posted May 10, 2014 Share Posted May 10, 2014 Ok. Glad you pointed it out. So we need to complain more so DE can take it down to just 5 rockets size, right?! Link to comment Share on other sites More sharing options...
Azawarau Posted May 10, 2014 Share Posted May 10, 2014 That's why its ammo count should be 10. Nerfing it to be near useless isnt going to help either.... Link to comment Share on other sites More sharing options...
Feallike Posted May 10, 2014 Share Posted May 10, 2014 (edited) Heres how Ogris should work. 10 ammo, does 1k damage base. Ya, i am not kidding. :D Penta should have 20 ammo and do 700 damage. >:) Edited May 10, 2014 by Feallike Link to comment Share on other sites More sharing options...
Azawarau Posted May 10, 2014 Share Posted May 10, 2014 Heres how Ogris should work. 10 ammo, does 1k damage base. Ya, i am not kidding. :D Penta should have 20 ammo and do 700 damage. >:) Im guessing youre a penta user Link to comment Share on other sites More sharing options...
ndantony Posted May 10, 2014 Share Posted May 10, 2014 Heres how Ogris should work. 10 ammo, does 1k damage base. Ya, i am not kidding. :D Penta should have 20 ammo and do 700 damage. >:) No. Seriously. I think Penta and Ogris are too OP. They take to much fun out of the game. Need to nerf them down to just 5 ammo each and reload needs to lengthen to 5 sec. I need to IM Steve about this. Link to comment Share on other sites More sharing options...
zavienh5 Posted May 12, 2014 Share Posted May 12, 2014 i think even if u tried emptying out ogris and penta or castana's ammo, you'd have to TRY, and be cautious to not pick up any ammo lol Link to comment Share on other sites More sharing options...
Azawarau Posted May 12, 2014 Share Posted May 12, 2014 i think even if u tried emptying out ogris and penta or castana's ammo, you'd have to TRY, and be cautious to not pick up any ammo lol Its literally near impossible without trying Ive tried and stopped Link to comment Share on other sites More sharing options...
Pixydis Posted May 12, 2014 Share Posted May 12, 2014 Nano tech. Tah daaah! Link to comment Share on other sites More sharing options...
smithf Posted May 12, 2014 Share Posted May 12, 2014 back to topic in OP. My guess is because Penta/Ogris etc uses the rifle mods, and stuff like ammo is probably hard-coded to the weapon-type at the moment. Until such a time when stuff is changed to unlink weapon mods from other in-game factors like ammo type, or in the ultimate case allow each weapon to have its own set of permitted mods (just that most will share the same set/template) as well as other factor types (like ammo type). E.g. there can be some special rifles that takes in SOME shotgun mods directly (at least those with no counterpart. e.g. blaze?) and some weapon that naturally can take in more than one type of ammo (esp those with dual fire modes. like having a "natural" ammo mutation but at fixed rank and only applies to specific ammo types) Wait for Firearms 2.0 :) Link to comment Share on other sites More sharing options...
Joyfulmama Posted May 12, 2014 Share Posted May 12, 2014 (edited) DE's too lazy to change the max ammo to an appropriate value for ogris LOL Edited May 12, 2014 by Joyfulmama Link to comment Share on other sites More sharing options...
Oriviagene Posted May 12, 2014 Share Posted May 12, 2014 DE should swap explosive weapons ammo mag capacity with shotguns 210 for shotgun is painful....not to mention shotgun ammo drop is uncommon Link to comment Share on other sites More sharing options...
YashiroSora Posted May 12, 2014 Share Posted May 12, 2014 (edited) so why even lower the ammo count? who cares if Ogris has 150 or 540 ammo if u can shoot whenever you want? So it wouldn´t make the Ogris worse in any way... Its like you play COD or Killzone or Crysis, Lost Planet etc. You have a heavy weapon section of firearms. You cant carry like 500 rockets for your rocket launcher, the max i seen is 20, and usually 3 at max. This could be solved by making them higher damage like 1000 base with lower ammo stock, and what rocket launcher has 5 rounds loaded at once, its 1 round a clip size. Edited May 12, 2014 by Xs-138 Link to comment Share on other sites More sharing options...
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