Babalenong Posted June 25, 2014 Share Posted June 25, 2014 SHOTGUN AMMO FULL SNIPER AMMO FULL SHOTGUN AMMO FULL SNIPER AMMO FULL where is my rifle ammo?!?! (sorry for no better screens, i dont take much screenshot when playing long survival/defenses) Dont you hate it when you just cant find the ammo for your weapon because all the other ammo types that nobody other than you can pickup keep droppin off enemies? i surely hate it, especially when they start to fill the map. although it seems to disappear over time, we still cant say that the ammo system in warframe good, heres why - weird ammo counts (rocket launcher with 540 rounds? what.)(also adding launcher ammo will pollute the ammo drops a lot more) - high fire rate weapons feels punished, while low fire rate weapons feels overflowing with ammo - especially high fire rate secondaries feels extremely punishing with its very limited ammo cap (furis, viper, etc) - increasing ammo max still feels punishing because of the static ammo pickup count, also feels like a wasted slot since you can put MORE DAMAGE!!!!! i hardly saw any suggestion on this forum about this, so im here to give out a suggestion, to make example of Dead Space 3's Ammo System Dead Space 3's crafting system leaves a big room of ammo management, since obviously you cant be bothered to bring different ammo types for rivet chain gun, machine gun, rockets, and batteries for lightning guns, so they made a universal ammo system UNIVERSAL AMMO SYSTEM since explaining things is not my strong suit, i will use an example 1 ammo pickup equals 1 mag for each ammo type so braton will have 45 ammo per pickup, while latron will only have 15 ammo per pickup so balancing weapons and its ammo is more easily done through tweaking the magazine lets say each weapon can hold 10x their mag count so increasing mag count will increase max ammo count, but mods that increases max ammo count will still exist ammo pickup can be splitted in two - primary ammo - secondary ammo to make ammo mutations still useful for extremely high fire rate weapons, such as the grakata what do you guys think? just giving out suggestion here, i just wanted to see those 540 round ogris/penta gone because they make no sense and tickling my senses a lot Link to comment Share on other sites More sharing options...
azmyth1 Posted June 25, 2014 Share Posted June 25, 2014 I agree with not rendering ammo for weapons you don't have. Those messages are a bit annoying. Overall though, this is a minor issue and ammo mostly works fine now. Link to comment Share on other sites More sharing options...
ArcSynder Posted June 25, 2014 Share Posted June 25, 2014 (edited) The problem with not rendering ammo of types you're not using is that it invalidates the ammo conversion mods. Edited June 25, 2014 by Scimatth7 Link to comment Share on other sites More sharing options...
TargetDummy Posted June 25, 2014 Share Posted June 25, 2014 (edited) Or just hide useless ammo. Ammo mutation mods could swap ammo on drop, not on pickup. Edited June 25, 2014 by TargetDummy Link to comment Share on other sites More sharing options...
(PSN)killerbunny53 Posted June 25, 2014 Share Posted June 25, 2014 Maybe not one mag, how about a certain percent of the maximum ammo? A mag would just mean everyone would be running extended mag attachments and it would get OP. I am for more rifle ammo dropping though:) Boost it to 45 Ammo per pickup would be nice so we don't have to run an ammo mutaion Link to comment Share on other sites More sharing options...
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