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Ammo Drops Should Be Proportional To The Weapons Equipped


VidMasterEon
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This is a quirk that I have found bothersome since I started playing the game; the fact that ammo drops drop the same amount of ammo regardless of the weapon your using.

 

I feel because that the drops are static they cause problems with weapons as some are a ton more ammo hungry than others.

 

as an example, as we are all acquanted with, the pistol ammo drop holds 20 rounds, a clip in a sicarus holds 15 rounds meaning one pickup holds 125% of a clip of a sicarus leading to an abundance of ammuniton in comparison to something like the afuris holding 70 rounds where one drop will only fill 29% of an afuris clip.

 

while, on the surface, this does not appear to be a large problem it scales farther with higher enemy levels and creates a much larger valley between damage per shot and damage per second weapons.

 

If you look at the aforementioned afuris it clearly has a much higher damage per second seeing its much larger clip and higher rate of fire than the sicarus but its effectiveness is weakened due to the fact it is increadibly difficult to keep a clip full causing for its full potential to be capped

 

While adversly, if one was to look at the sicarus because it does more damage per shot and has ammo that is more readily availible it becomes an overall more effective choice.

 

with these examples in mind it shows that the game has a much bias towards higher damage per shot than damage per second as ammo will always be more readily availible for them and do more damage with every shot where bullet hoses do not have access to a surplus of ammo, do less damage every shot, and have a rather difficult time keeping their supplies over the length of the mission neutering their potential

 

I understand there are things around to help remedy ammo starvation but they have repercussions of their own auras take up your precious aura slot ammo cap max take up up mod slots etc.

 

I don't know maybe im missing something this is just me typing out my thoughts.

 

 

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high damage/ low rate of fire= low dps

low damage/ high rate of fire- high dps

more or less

scaling ammo would mean, I can spam my twin vipers endlessly especially with ammo mutation.

so... NO.

Bring ammo boxes to sustain the DPS. or use ammo mutation or swap weapons.

A balanced loadout is a good thing.

Check Twin Vipers VS Seer

Name :: Twin Vipers - crit build

Magazine Size :: 39

Total Ammo :: 249

Crit Chance :: 33%

Crit Damage Multiplier :: 240%

Fire Rate :: 25

Reload Time :: 2

Damage :: 259.072

Damage Corpus :: 259.072

Damage Grineer :: 259.072

Damage Infested :: 259.072

Crit Damage :: 621.773

Crit Damage to Corpus :: 621.773

Crit Damage to Grineer :: 621.773

Crit Damage to Infested :: 621.773

Damage per Mag :: 14771.767

Damage per Mag to Corpus ::14771.767

Damage per Mag to Grineer ::14771.767

Damage per Mag to Infested ::14771.767

DPS :: 4149.373

DPS to Corpus :: 4149.373

DPS to Grineer :: 4149.373

DPS to Infested :: 4149.373

Burst DPS :: 9469.082

Burst DPS to Corpus :: 9469.082

Burst DPS to Grineer :: 9469.082

Burst DPS to Infested :: 9469.082

Name :: Seer - elemental damage build

Magazine Size :: 11

Total Ammo :: 221

Crit Chance :: 0%

Crit Damage Multiplier :: 100%

Fire Rate :: 2

Reload Time :: 3

Damage :: 2453.44

Damage Corpus :: 2992

Damage Grineer :: 2453.44

Damage Infested :: 2992

Crit Damage :: 2453.44

Crit Damage to Corpus :: 2992

Crit Damage to Grineer :: 2453.44

Crit Damage to Infested :: 2992

Damage per Mag :: 26987.84

Damage per Mag to Corpus ::32912

Damage per Mag to Grineer ::26987.84

Damage per Mag to Infested ::32912

DPS :: 3175.04

DPS to Corpus :: 3872

DPS to Grineer :: 3175.04

DPS to Infested :: 3872

Burst DPS :: 4906.88

Burst DPS to Corpus :: 5984

Burst DPS to Grineer :: 4906.88

Burst DPS to Infested :: 5984

I used this to get the values:

https://forums.warframe.com/index.php?/topic/90706-unofficial-weapon-dps-calculator/

Edited by _Rue_
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Well, I can point you another side... Take a Lex, or this new revolver, or Latrons... With such a relatively huge amount of ammo drops you're never running out of ammo. So yes. There should be balance. Not proportional because some of guns will become OP due to good ammo supply, but at least it should be based on the clip size.

 

P.S.: try to use trick mag for your fast shooting sidearms. If memory servs me right, you'll get 399 ammo capacity for your weapon.

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thats why there is ammo conversion mode.

Yeah exactly im like y dufaq are you asking for this even though there a mod that does almost the exact same thing.........

U were probably even one of the ppl who whined about how useless the mods were when the were rewarded.......

 o wait just noticed you've only posted twice...... so u either whined about the event time frame or just started playing and havent realized that there are ammo boxes you can buy in the market...... 

in other words this thread is a complete waste of time. but hey, my first thread was a waste of time too.

Edited by Zoike
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high damage/ low rate of fire= low dps

low damage/ high rate of fire- high dps

more or less

scaling ammo would mean, I can spam my twin vipers endlessly especially with ammo mutation.

so... NO.

Bring ammo boxes to sustain the DPS. or use ammo mutation or swap weapons.

A balanced loadout is a good thing

 

 

If only we lived in a world that didn't deal exclusively in absolutes, some wonderful place where we could actually find a middle ground between "endless spam" and being constantly ammo starved. Seriously though it's not balanced when slow, heavy damage guns have effectively infinite ammo while fast, low damage guns run dry in no time flat. If they wan't to make ammo economy an important factor that's fine, but there still has to be some judgement applied in it's implementation. Identical ammo pools and flat ammo pick-up quantities across all weapons of a class makes no sense whatsoever. These new ammo mods are also poor solution, they just force you to sacrifice dps on high rof weapons in order to make them slightly more practical. But it's still a disadvantage over guns that don't need them.  They should fix the issue at it's source instead.

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Yeah exactly im like y dufaq are you asking for this even though there a mod that does almost the exact same thing.........

U were probably even one of the ppl who whined about how useless the mods were when the were rewarded.......

 o wait just noticed you've only posted twice...... so u either whined about the event time frame or just started playing and havent realized that there are ammo boxes you can buy in the market...... 

in other words this thread is a complete waste of time. but hey, my first thread was a waste of time too.

First off-ever heard of constructive critisicm?Yea,now it just sounds like your whining about him whining

Second off-Not everyone had to get the ammo mutation mod,or doesn´t have space for it

-I myself would like a buff to the Ammo Drum mod,make it not 5% but more 10 or 15%

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