Outside of Cannons hitting me I never had much of an issue with that.
It’s going to depend a lot on placements in builds for that. I would agree with you on the issues of using Neutrino or Falcon and penetration. Even the projectile change will have a little bit of an effect as one of the ways to traditionally make it safer to use was to mount it to a part that could fall off. If the projectiles can pass through a little it now makes it a little harder to pull off that trick.
The bits of things I’m worried about is generally less then what I think the changes could bring to the game.
The slight increase in ammo for the rare ammo boxes did seem to help the numbers a bit. I think most players are going to worry about the ammo count till they actually try it though. Epic crates it’s more of an issue of getting them to fit into the builds. I’d really like a special ammo crate that is the size of two rares i.e 4x4x1 or 2x4x2. The flatter one I think would be easier to fit in builds though. I’m not even sure if we really need a legendary one at the moment.
I was back on the test server earlier today and still couldn’t get into a match to do any play testing but they had the awakening area up. Which was kind of slightly more interesting with the limited ammo. I couldn’t just solo the slave truck by myself anymore with some of my builds. I’m not worried about any of the ammo drop modes though as they can adjust the rate on the drops but it does potentially put an interesting twist in. If I can get back on tomorrow I might try to look for some on their chat to try a raids. That’s all stuff they could do hot fixes for so I’m not that concerned.
I’m much more interesting on what new combinations of parts become viable.
I hardly ever really do meta builds, but that’s often why I can scrape by in the changes. I think this batch will have me redoing a good 80% of my builds. I think a few I might be able to retrofit. I’m kind of curious if I can get away with anything kind of really funky though.
Welcome I just kind of wish it was easier to get in a active match though. I think I waited 11 and a half minutes trying to get one before just trying other modes and ending up realizing I should just check awakening to hit moving targets.
One of the odds and ends I forgot to mention is you really do have to check your weapon rotation speed while powering around and trying to maintain aim. I wasted a lot of ammo like that. I never really got how much I was probably not hitting before while sliding around in turns.
… whyyyyyy exactly??
to me this screams that they are going to change how ammo boxes work. that if you use blues with cannons you get a penalty and if you use expanded ammo packs with mgs then you get a penalty to. from what you said there i think this is exactly whats going to happen.
I think they mean that based on the amount of change to base ammo the %values give. You generally need a larger %value to change a smaller amount of base ammo.
I’m mostly saying that because outside of cannons you normally didn’t see the amount of ammo use while the guns come around. While tooling around in the awakening area I watched myself use a lot more ammo then expected while power sliding around the small bots trying to degun them.
So for some faster builds I think the rotation ability perk from the oppressor engine will gain a little in value.
It’s going to be slightly more relevant for CQC with shotguns as they have lower ammo counts. With longer distance combat the turns don’t always have to be as sharp the the rotation speed aspect isn’t always as pronounced.
They are just adding to the existing perk on the oppressor change so it will also get an increase on projectile speed when at speed on top of the rotational bonus.
I think it’s something that would benefit a lot of the slower projectile weapons when at speed. It’s also going to irk a few players though that have spent a lot of time getting use to their slow projectiles too.
Think of any weapon that when you are traveling at speed on an horizontal arc they’ll get a little straighter making it slightly easier to aim. Though the loss is a little bit of the art of the curved trick shot.
My Jannabi completely agrees. That’s pretty much what he said.
I tried to tell him, “No, they buffed the hell outta rotation speed, remember? It’s fine now. You don’t know what you’re talking about, stupid monkey.”
He said, “Whatever, looser. Enjoy your no-skill drones then.”
I said, “Fine I will. You can go back into your cage until you change your attitude, poop-slinger.”
lol… I’m kind of more blaming myself on this but I’ll try to better explain it.
Some of it is, diving direction coming into the target on aim vs turn direction and if your following your guns aim point or bringing them around to either gain space in CQC or engage a secondary target. It has me re-thinking some driving patterns and tap-firing with the shotguns. In the case of sliding it is how far your slide goes while trying to maintain aim and in which direction too. The rotation speed is going to matter more if your moving to the opposite side.
They did mess with rotation speeds a while back. It really just didn’t matter as much with unlimited ammo though. If it was late a few seconds and you were holding your fire button you got there soon enough to start hitting. With the limited ammo counts on the shotguns it seems to matter a bit more now.
So I went out with one rare ammo box landing me around 252 ammo on some 3x maces. I found myself often a little short on ammo but I also know my driving and fire style is also a little at fault as with a Cerb and Shiv build I’m often trying to either swipe with the wheels or nose in to targets which causes me to turn often and drastically. So if I didn’t pay attention to the ammo and the gun position I ran out faster then I would have expected. So sometimes I’d find myself coming around a few times extra just to pick up ammo.
A Jannabi build might work out fairly similar I haven’t made one in a while. I often like to do those with rockets though in the awakening area just because there are ammo drops.
I’m mostly saying this because if you’re use to driving a little wild you might have to think about it a little more as far as what your doing and how your doing it. It actually made it a little more interesting but somethings like riding the bumper of the slave carrier the entire way is now much harder to do too.
@DocSavage That’s actually pretty funny on the name part I never bothered to check that one. I kind of like it when they use slick naming references to other things too.
There’s actually a good Chinese musical slightly rebellious film about western vs eastern classical music that is fairly enjoyable called “Our Shiny Days” Some of the sequences are pretty good. Sometimes you don’t know how something will turn out till it’s already done though:
Some of this you will have heard me mention be for but this was kind of my review of some of the parts that I thought needed the most work.
The Assembler is going to have some issues with it’s non charged attack. The non-charged attack does 18 dmg if you can even get it to hit because it’s so inaccurate. While the charged attack does 280ish dmg. Both attacks consume 1 ammo. If they made the non charged attack shoot out a volley of multiple shots for the one ammo it might make make the usage of it more worthwhile as a defensive shorter range attack.
This odd idea of having Drones use their own type of ammo is kind of redundant. It would be simpler to just have them use ammo crates. The microfactory could be changed then to something where it scavenges ammo over time by sitting next to wrecked vehicle, would also be nice. Outside of that a special ammo crate that is sized to 4x4x1 or 2x4x2 would be nice though I think the flat pack style would be easier to build around.
Revolvers and weapons prone to clipping in volley shots. These weapons can sometimes waste extra shots in a few different ways. Is there a way to change them to a more standardize ammo count so they use only what they actually fire. So in the case of Revolvers and the cab Manitou the manual reload drops the entire cylinder and uses one reload regardless if there is 1 shell or multiple shells in it. If this were change to only charge the amount of shells used the ammo count could be more done more accurately. Similarly on weapons like the wasp to cricket a shot fired might only fire less then the full volley of the intended rockets via clipping. Yet the next shot still charges the same amount of ammo regardless of those that weren’t fired. This is also something that could have a more accurate ammo count. Similarly nest has a similar issue where it fire’s 1-6 rockets yet charges for the full reload regardless of the number of rockets fired the ammo count could be done more accurately on that as well. Waltz also often suffers from the clipping issue.
Kaiju feels a little funky in ammo count simply because a rather short charge can result in a drastically different amount of projectiles fired from a fully charged shot yet used the same amount of ammo. It would be nicer if it reflected the actual ammo count a little better. Perhaps use the ammo a little more like you do for a MG rather then like used for a cannon. I can get use to figuring out length of charge equating to ammo usage myself.
Couple of small notes I would add in:
As far as drones go and using standard ammo boxes you could easily vary the amounts of extra drones each pack awards on the item itself if the value% needed to be different. You do this on the ammo bonus on harpy already so it shouldn’t be hard for players to understand the change. I do think this would help making mixed weapon/drone builds under the new ammo system a little more player friendly.
On the issue of the Kaiju if an indicator of how many bits of ammo were being used it could be identified within the weapon icon where you often use that space for counters. That might make that type of change easier to feel/see for some more visual learning players.
On the Assembler I would probably try 5x shots worth 18 first and then play around with it from there. 90 dmg if the accuracy wasn’t change at really close range to me would still be an ok use of 1 ammo. At range with the accuracy it currently has probably wouldn’t allow them all to hit anyway at mg similar ranges.
I don’t think there were many people chiming in over the last test period which is kind of sad though. A few people did chime in on doing a live server test which I’ve been asking for too though.
Not that they’re making them specific, it’s just the suggested way. Blue ammo boxes are small, easy to hide, and not punishing when they explode, so they’d be better for MG builds.