(PSN)IkariWarrior83 Posted October 22, 2014 Share Posted October 22, 2014 (edited) When I equip the Vectis and the Angstrum, since they both use sniper ammo with the latest update, when I switch from the Vectis to the Angstrum, the amount of Vectis ammo I have drops to 30. To clarify: I start a mission with Vectis equipped and have a max of 72 rounds (71 + 1 in the chamber). As soon as I switch over to the Angstrum, my ammo max for both weapons is 30. If I fire off a fully-charged Angstrum shot (3 rounds), both the Angstrum and the Vectis use 3 rounds, so I'll go from 30 to 27 for both weapons. I understand the nature of this bug: since launchers and snipers pull from the same pool of ammo, the game only assumes you'll have one of each type equipped. Since you guys made a pocket grenade launcher, no one anticipated bringing a sniper and launcher into battle simultaneously. Please resolve this as soon as possible. I sometimes forget to equip a different secondary with my Vectis equipped, and then I cripple my max ammo for the rest of a mission. Thanks! Edited October 22, 2014 by (PS4)IkariWarrior83 Link to comment Share on other sites More sharing options...
[DE]Drew Posted October 23, 2014 Share Posted October 23, 2014 Moved to Weapon Feedback. Not a bug, but definitely an issue with the Angstrum. Link to comment Share on other sites More sharing options...
mrecentric Posted October 23, 2014 Share Posted October 23, 2014 If it's not working as expected then it's a bug, plain and simple. I have a hard time believing that is expected behavior. Link to comment Share on other sites More sharing options...
Brontolith Posted October 23, 2014 Share Posted October 23, 2014 Not a bug? So what happens to all that other ammo? Did you accidentally drop it while switching weapons and cant pick it up again cause... reasons? Link to comment Share on other sites More sharing options...
HollowExistence Posted October 23, 2014 Share Posted October 23, 2014 Not a bug.... Lol Link to comment Share on other sites More sharing options...
Evers Posted October 23, 2014 Share Posted October 23, 2014 I can understand why the angstrum needed a ammonerf but what i don't understand is why it has to use the same ammotype as a primary weapon. This is just a bad choice. Link to comment Share on other sites More sharing options...
Farren Posted October 23, 2014 Share Posted October 23, 2014 He's saying that everything in the code is working as intended, but it may just not be a good thing. More of a balance issue. Link to comment Share on other sites More sharing options...
shut Posted October 23, 2014 Share Posted October 23, 2014 Not a bug ... Wait, what? Ah, whatever. The important thing is that something gets done about it. This isn't Team Fortress 2; sharing ammo between two already-inefficient weapons (like the Shortstop and the Pistols for Scout) isn't a good balancing factor since we don't die and respawn very often, and we don't instantly replenish half of our ammo every time we walk over an ammo box or a dropped weapon. Warframe missions take too long (with too few player deaths) for a mechanic like this to go well. Link to comment Share on other sites More sharing options...
Dhrekr Posted October 23, 2014 Share Posted October 23, 2014 "Not a bug" probably means "the code is doing exactly what we told it to do - we understand why this effect happens, and there is nothing broken as far as the coding is concerned". "Definitely an issue with the Ansgstrum" probably means "whoopsie-doopsie, we didn't think of that when we wrote the code - which, again, does exactly what it's supposed to do". Link to comment Share on other sites More sharing options...
Archistopheles Posted October 23, 2014 Share Posted October 23, 2014 Moved to Weapon Feedback. Not a bug, but definitely an issue with the Angstrum. Not a bug Color me surprised... Link to comment Share on other sites More sharing options...
TheBulitt Posted October 23, 2014 Share Posted October 23, 2014 the famous ego driven "working as intended" taking a page out of DICE's book Link to comment Share on other sites More sharing options...
[DE]Drew Posted October 23, 2014 Share Posted October 23, 2014 "Not a bug" probably means "the code is doing exactly what we told it to do - we understand why this effect happens, and there is nothing broken as far as the coding is concerned". "Definitely an issue with the Ansgstrum" probably means "whoopsie-doopsie, we didn't think of that when we wrote the code - which, again, does exactly what it's supposed to do". Exactly. You're right, Dhrekr. It's an issue with the design, not the code (hence the move to feedback). It isn't a bug that can be fixed by adjusting some broken code. Link to comment Share on other sites More sharing options...
Kageroh Posted October 23, 2014 Share Posted October 23, 2014 It's not a bug, it's a feature? Link to comment Share on other sites More sharing options...
LukeAura Posted October 23, 2014 Share Posted October 23, 2014 It's not a bug, it's a feature? It's not a feature. It is unintended but by strict definition that doesn't make it a 'bug'. A bug is where the code isn't doing what it is supposed to do. This is a problem in the design of the interaction of snipers and secondary launchers. It can't just be fixed by fixing the coding. Link to comment Share on other sites More sharing options...
Archistopheles Posted October 23, 2014 Share Posted October 23, 2014 Exactly. You're right, Dhrekr. &It's an issue with the design, not the code (hence the move to feedback). It isn't a bug that can be fixed by adjusting some broken code. Ah, that makes a lot more sense. Thanks Drew! Link to comment Share on other sites More sharing options...
Angus_JTV Posted October 23, 2014 Share Posted October 23, 2014 (edited) I had already reported this a long time ago (August). Check this thread ----> https://forums.warframe.com/index.php?/topic/290105-angstrum-lanka-issue/#entry3319727 And this from BrazilianJoe -------> https://forums.warframe.com/index.php?/topic/290018-1421-weapon-ammo-rebalance-bug-lowest-max-ammo-is-used-for-all-wepons-using-that-ammo/ Edited October 23, 2014 by ANGUS_ITA Link to comment Share on other sites More sharing options...
Xaelon Posted October 23, 2014 Share Posted October 23, 2014 I think what's happening is since the Angstrum AND the Vectis both draw from the same ammo pool (sniper) switching to the Angstrum causes the game to say "Oh you have more max ammo than this weapon can have. You're not supposed to have that much ammo." *takes extra ammo away* As such you now have the max ammo allowed for your angstrum. It doesn't get restored when you switch because both weapons draw from the same ammo pool. To fix this DE needs to make it so that launchers don't use sniper ammo, but rather make it so that they use a special pool similar to how bows use arrow ammo. Link to comment Share on other sites More sharing options...
WhisperByte Posted October 23, 2014 Share Posted October 23, 2014 (edited) In a proper beta this issue would have been put high on priority list and probably fixed within the first month after the first reports came in... Edited October 23, 2014 by WhisperByte Link to comment Share on other sites More sharing options...
Archistopheles Posted October 23, 2014 Share Posted October 23, 2014 In a proper beta this issue would have been put high on priority list and probably fixed within the first month after the first reports came in... Implying that Warframe and/or DE is inferior to other companies or products is not helpful in any way whatsoever. Link to comment Share on other sites More sharing options...
Hybridon Posted October 23, 2014 Share Posted October 23, 2014 In a proper beta this issue would have been put high on priority list and probably fixed within the first month after the first reports came in... Theres always other Betas to play. Nobody is holding you down and forcing you to play Warframe O_o Link to comment Share on other sites More sharing options...
--Q--Gasz Posted October 23, 2014 Share Posted October 23, 2014 (edited) Exactly. You're right, Dhrekr. It's an issue with the design, not the code (hence the move to feedback). It isn't a bug that can be fixed by adjusting some broken code. how about put launcher ammo to the code :) i think it will solve the problem ^^ launcher need love!!!!!! give some hugs please.... Edited October 23, 2014 by --Q--Gasz Link to comment Share on other sites More sharing options...
Llyssa Posted October 23, 2014 Share Posted October 23, 2014 It's not a bug, it's a feature? Pretty much. Otherwise you'd be able to swap weapons to over-stock on sniper ammo. Link to comment Share on other sites More sharing options...
Llyssa Posted October 23, 2014 Share Posted October 23, 2014 Realistically, they should kick it up to 72 for all sniper-using weapons. It would still have negative consequences, but you'd have a LOT more wiggle room to work with. Link to comment Share on other sites More sharing options...
Jag272 Posted October 23, 2014 Share Posted October 23, 2014 how about put launcher ammo to the code :) i think it will solve the problem ^^ launcher need love!!!!!! give some hugs please.... While launcher ammo is the ideal solution it does cause another issue in that it dilutes the ammo drops more, indirectly causing each other ammo drop to become rarer. Whether this is a major issue remains to be seen but its something to consider. Link to comment Share on other sites More sharing options...
Tails-san Posted October 23, 2014 Share Posted October 23, 2014 To fix this DE needs to make it so that launchers don't use sniper ammo, but rather make it so that they use a special pool similar to how bows use arrow ammo. Arrow ammo is just a renamed sniper ammo, it's not actually a different ammo type. This bug occurs even if you equip a bow instead of a sniper rifle. Link to comment Share on other sites More sharing options...
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