GunDownGrace Posted December 15, 2014 Share Posted December 15, 2014 the quanta seperates each individual unit of ammo into many fractionals of ammo (like having a fire rate of more than 1 a second,yet in practise only consuming one a second without mods) so it makes me think,with modding most things about the kohm can be altered/fixed,except for the ammo problem...why not take that snippet of ammo mechanics from the quanta,specifically the fractiuonal ammo,and give it to the kohm?this way even when it spools up it woudnt consume so much ammo,and it makes sense seeing as the kohm fires plasma instead of normal rounds (taken directly from the description of course,plasma is still an energy weapon type thing) Link to comment Share on other sites More sharing options...
Edgedemon Posted December 15, 2014 Share Posted December 15, 2014 quanta is a stream weapon you can't apply the same mechanic to such different weapons,ammo consumption is most likely designed as a intended flaw of the weapon, not to mention that a maxed ammo mutation would fix that for you... unless you miss most shots Link to comment Share on other sites More sharing options...
(PSN)IIIDevoidIII Posted December 15, 2014 Share Posted December 15, 2014 Moved to a more appropriate subforum. Link to comment Share on other sites More sharing options...
Samoth95 Posted December 15, 2014 Share Posted December 15, 2014 Or we could go for that battery concept for energy weapons people have been asking for since time immemorial. But this sounds good too. In my use of the Kohm, I feel like it'd be a great gun if not for the initial really poor damage (only an issue to me because of the 500 Oxium requirement) and the ammo consumption (you go through it at such an insanely fast rate that once you hit 0, good luck getting a full clip without using your secondary for eons or having ammo restores or having a Nekros in the party or having Shotgun Ammo Mutation on). I like the concept of a Minigun/Shotgun, because I've never heard of one in a game before, and as such this gun has much promise in my opinion. It just needs some tweaks. Good thing they've said shotguns are on the radar for being looked at for possible buffs. Link to comment Share on other sites More sharing options...
Cpl_Facehugger Posted December 15, 2014 Share Posted December 15, 2014 (edited) not to mention that a maxed ammo mutation would fix that for you... I've tested this and it does not. Maxed ammo mutation means it's usable for more ten enemies, but you're still running through ammo at a ridiculous rate. Edited December 15, 2014 by Cpl_Facehugger Link to comment Share on other sites More sharing options...
Trichouette Posted December 15, 2014 Share Posted December 15, 2014 I'm more concerned about the big lack of damage from this weapon rather than the ammo. If the weapon deal more damage we need less ammo, and i kinda feel like i wasted 500 oxium for now :p Maybe the incoming "boost of all shotgun" we are waiting since... forever, will fix that. If it comes one day. Link to comment Share on other sites More sharing options...
FireSegment Posted December 15, 2014 Share Posted December 15, 2014 somewhat i think DE have a small tradition of release new content that touch the current mechanic problem in the game to force the mechanic team to rework the system (and i think i saw this pattern quite often in the game). So let's hope that this time it's a real hint on a big change on both of the problem Kohm represent this time: Shotgun and Ammo consumption(that imbalance on lots of weap). Oh and to back up for the new content boost mechanic opinion of mine, u guys could think about when they release Scindo P. Short after the Nyx P access out, they buff the heavy melee stats, change the animation and solve the copter issue with directional melee. Link to comment Share on other sites More sharing options...
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