frostymm Posted February 24, 2016 Share Posted February 24, 2016 So I decided to try the Kohm today... Not especially good or anything but I liked it regardless. It's a shotgun gorgon so that's pretty cool. It's not very ammo efficient but it has a huge ammo capacity so it's fine I guess. Except then I realized something kind of important.... THE KOHM BURNS THROUGH A SHOTGUN AMMO PICKUP IN ONE POOPING SHOT. That's just ridiculous, if I run out of ammo on that thing I'm screwed, there's no way I'm using it for the rest of the mission. And that's just awful.... Suggestion: Make ammo pickups percentage based on your ammo capacity. I'm sure a billion other people have pointed this out but I guess I'm just doing it again. Link to comment Share on other sites More sharing options...
KnightCole Posted February 24, 2016 Share Posted February 24, 2016 Yeah, the Kohm could use some love. It needs alot more damage, so it can just be a shotgun machinegun, and a higher RoF, cuz its current RoF feels so bad. Link to comment Share on other sites More sharing options...
Kontrollo Posted February 24, 2016 Share Posted February 24, 2016 I'm not really much of a Kohm user, but why not use the Ammo Mutation mod? Not every weapon needs to have all slots filled up with damage mods. Link to comment Share on other sites More sharing options...
Raziel589 Posted February 24, 2016 Share Posted February 24, 2016 Even with the ammo mutation mod, Kohm chews through its ammo drum. I have a mutation mod on my Kohm, once I hit a certain enemy level, I usually whip out my sidearm or melee more than my Kohm because of how much ammo I expend to kill one target. This usually happens around the Lv40 mark on Molecular Primed targets. Yes, ammo efficiency is that bad. Link to comment Share on other sites More sharing options...
Herosupport Posted February 24, 2016 Share Posted February 24, 2016 It would be nice if they did away with the ammo drops and just had primary and secondary ammo instead. Link to comment Share on other sites More sharing options...
Hellmaker2004 Posted February 24, 2016 Share Posted February 24, 2016 Ammo efficiency is very rarely considered into the balance of the weapon, and if anything this is not a Kohm exclusive issue the game have. To many weapon have a very poor ammo efficiency and they have no reward for having it. One of the problem is that ammo pickups are to my knowledge normalized. A very good example would be to compare AKSomati and Lex Prime, they both get the same amount of ammo when you receive a pickup but AKSomati is way more ammo inefficient than the Lex Prime. This is something that the weapon "balance" team need to take a look at and rework completely, if we are lucky it will be looked at with the Damage 3.0 they are working on. Link to comment Share on other sites More sharing options...
Exploderizer Posted February 24, 2016 Share Posted February 24, 2016 All ammo drops should be fixed. Ammo drops should just be universal and restore a % of total ammo pool, with mutation mods changed so that the drops restore a higher % of the ammo pool. Granted, this will also take tweaking of the ammo pools of many weapons, considering some chew through ammo (the Viper family) and some don't (the Opticor). Doubt that change is coming any time soon, but we'll see. Link to comment Share on other sites More sharing options...
(PSN) VariantX7 Posted February 24, 2016 Share Posted February 24, 2016 (edited) 3 hours ago, Hellmaker2004 said: Ammo efficiency is very rarely considered into the balance of the weapon, and if anything this is not a Kohm exclusive issue the game have. To many weapon have a very poor ammo efficiency and they have no reward for having it. One of the problem is that ammo pickups are to my knowledge normalized. A very good example would be to compare AKSomati and Lex Prime, they both get the same amount of ammo when you receive a pickup but AKSomati is way more ammo inefficient than the Lex Prime. This is something that the weapon "balance" team need to take a look at and rework completely, if we are lucky it will be looked at with the Damage 3.0 they are working on. I agree. The ammo efficiency of some weapons, even with ammo mutation equipped, just makes me not use that weapon for large stretches of time in the longer and higher tier missions. Tapping the fire button works fine when there are few targets, but when you start to consistently have 15-20 targets around you at all times, all while every few minutes requiring more and more bullets to kill them adds up to a weapon you really cant use for more than a few seconds and you cant rely on in a pinch. The synoid gammacor's syndicate proc pretty much is the only one i'll take with me into high level content like sorties because it can still be useful to you even when there's not a single bullet in the chamber. Edited February 24, 2016 by (PS4) VariantX7 Link to comment Share on other sites More sharing options...
Thelonious Posted February 24, 2016 Share Posted February 24, 2016 The Kohm is specifically designed to require the Shotgun Ammo Mutation mod. Period. No other way around. Even after consequent changes/nerfs to its functionality, it still potentially has one of the highest burst dps in the game at full spool. But, as mentionned above, it comes at a price. I find it to be one of the few well-balanced weapon in the game, as it has an obvious counterweight to its huge damage. Link to comment Share on other sites More sharing options...
-N7-Leonhart Posted February 24, 2016 Share Posted February 24, 2016 5-star Kohm user here. This powerhouse has this severe downside called ammo consumption to prevent it from being blatantly OP. I just use an Primed/Ammo Mutation + Carrier and 2 fire rate mods on it and I won't run out in the first hour of playing. Link to comment Share on other sites More sharing options...
p3z1 Posted February 24, 2016 Share Posted February 24, 2016 Ammo drops should give either: - a percentage of max ammo pool, or - a flat amount Whichever is larger/more. Link to comment Share on other sites More sharing options...
-N7-Leonhart Posted February 24, 2016 Share Posted February 24, 2016 10 hours ago, p3z1 said: Ammo drops should give either: - a percentage of max ammo pool, or - a flat amount Whichever is larger/more. Then there would be no point to larger/smaller ammo pools. That is a very strong balancing point weapons have. You have plenty of ways to replenish ammo, a mod slot is nothing at all. Link to comment Share on other sites More sharing options...
TheLexiConArtist Posted February 24, 2016 Share Posted February 24, 2016 34 minutes ago, -BM-StormVanguard said: Then there would be no point to larger/smaller ammo pools. That is a very strong balancing point weapons have. You have plenty of ways to replenish ammo, a mod slot is nothing at all. We can meet in the middle. Percentage ammo gain is a bit of a bad idea for the exact reason you suggested, but how about my solution? I try to solve a few problems in there, such as the "special ammo max" getting messed up with Secondary Specials as well as trying to make the ammo pickups a bit more fair to high ammo consumption gear. There's already no point to larger/smaller ammo pools with regard to modding (What real point is there in having twice as much ammo in total when you're guaranteed to be relying on pickups soon enough anyway?) - so I even tried to make these mods a bit more useful while keeping the viability of Mutation as well. Nobody slots Ammo Drum, let's be honest. shameless self promotion go Link to comment Share on other sites More sharing options...
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