equalizers and arbiters: require constant fire to gain that bonus to damage, how will they balance this so that the weapon doesnt suffer? itll go from being one of the best miniguns to one of the worst and thrown in the trash pile to rot.
cyclones: again this also requires constant fire to make sure it deals the most damage.
aspect: requires constant fire to heat the gun to cause the most damage.
gungnir: again requires constant fire to achieve its peak at lower fire rate but higher accuracy.
there are other guns i havent mentioned but what are they going to do here? remove all of these guns abilities and replace them with other abilities? do you know how long thatll take? how much impact thatll have on these weapons?
you could remove the slow fire rate on cyclones completely but then itll be overpowered. you could remove the charge time on arbiters and equalizers and give them a flat bonus but then they will need a new ability. the same goes for gungnir as well.
do you see what i mean by this is a horrible idea? just give the damn cannons more ammo for god sake!
its not a bad idea, the existing perks are just stupid. they will have to either be replaced or buffed to require less shooting or overheating or whatever to apply
Yeah, there are definitely parts that will be harmed more than others by this new ammo system and it doesn’t even apply only to weapons…
Think about Manitou for example - its perk is literally based around throwing away cylinders with unused rounds. With limited ammo it’s going to be detrimental.
apparently the crossout community on reddit likes to insult others and be toxic, not posting there anymore since they want to be a bunch of braindead trolls.
i try saying this and they basically treat me like im an idiot. i really hate toxic communities who back up people insulting others.
we have general concerns and we voice our concerns but they dont care. shameful.
While i agree current ammo-change influence some weapons more, i know you are wrong most times.
Devs will anyway balance it based on test server results and adjust, so then you can comment.
so Stop insulting them.
You act like there isn’t already ammo based miniguns. Reaper and more recently miller are ammo based and aren’t unplayable. Realistically MG and Minis will have tons of ammos compared to cannons and if it’s a problem you can always slap one more ammo reserve. And that is a good thing that weapons that are more powerful when firing continuously don’t have unlimited ammo : People will have to choose when to fire them continuously and when to stop at the risk of being caught off guard.
With my 2 different fuse (one rate of fire) cyclones and 2+ aquillos that is same energy as 2 reapers i was able to shoot ALL time continously. I even took Cyclone instead Devourer because it was just better due more energy available while doing basically same damage without worry about Ammo.
Here adding ammo case would balance this scenario.
this is because their abilities compliment their playstyle. reapers dont overheat and can be fired continuously without letting up. millers are kind of the same but do overheat.
you know how fast miniguns will chew through ammo right? hell i dont think even 2 expanded ammo packs will be enough but maybe. i mean the reaper gets quite a bit of ammo on it but somehow i blow through cannon shells quicker then reaper bullets.
Another game that release a massive change patch, specially about ammo. Its really annoying when its destroyed all my builds. I have invested some money and now i feel betrayed by this patch. Probabbly will leave few days after release. Getting tired of theses games releasing massive changes.
Its all about money…
Good luck to thoses who will run with their juicy nuclear ammo box on their light weigth cabin.
I will give it a try but i have really little hope for this patch
Precisely the point. The equalizer and arbiter start with 400. They get 840 with a single ammo pack. It takes a really long time to burn through that, and you can get through it with the reaper really fast because it doesn’t overheat, that’s the reason the miller has less. You burn through it slower because you’re forced to stop. What will it be like with miniguns that have almost 100 more ammo than the miller?
cannons already use ammo, its not that big of a deal. just take your build and shove an ammo box in the back. your 5 minigun tower hover wont become any more strippable
Yes i know. Have you played uranium ? They was 3 build that was present every games that could easly hit under the car right into explosive things. Dogs, mine and yongwang. Often i fight 2 or 3 of them.
Not only they hit under car but they also have a lot of durability. Yongwang 6k and dog a bit less. I doubt a blue ammo box will be enough. Even 2 of them.
I dont think putting my explosive thing on top will help either because 1 hit of canon and boom.
And putting in the back ? Are you joking ? And lets it would work just fine so now i would be forced to play hover as only viable auto canon or gun build?
So what? Ammo box doesn t work for canon so you think giving ammo bo to gun will solve the problem? It will be worst.
There will be more of dogs, mine and yongwang…
Sounds like your problem is with epic wheels mate. All these cancerous meta builds have epic wheels as a common root and it makes perfect sense with how good their stats and perks are. They have ammo boxes too, why aren’t these yong/dog/mine builds getting popped more frequently? Hmm maybe because they have 600+ hp slabs of armor covering them.
I have to agree the limited ammo isn’t a bad idea. I happen to agree it’s mostly the perks and a few firing dynamics in particular weapons that would really cause an issue.
Of course there will be, even rads and coolers will see some decline without all the spam firing that goes on. If a player is able to stay on target they will still be useful though.
That’s a fair example though it’s not something that isn’t already experienced with the weapon lucifer.
I mentioned this on the test server post I made but it somewhat depends on how many enemies your fighting. VS 8 is going to be different then VS 4. Similarly there will be a difference felt on consoles that still have the lower match counts.
I don’t think it’s a coincidence that most of the weapons that will be most negatively impacted by the changes are also the ones that have been dominating CC and PVP for quite a while.
Revolvers are really the only big exception to that, and mostly in relation to Manitou. And that could be fixed by allowing us to trigger the Manitou manual reload when the chambers are empty, as I’ve proposed before.