It probably isn’t a coincidence as there’s always been little issues that pop up between different modes where the ability to spam fire the opponents can make things rather unpleasant to be around.
There’s also the potential for them to add modules to refill ammo too. Ammo boxes don’t have to be the only cure to limited ammo. We have similar charge mechanics in-game already for different parts. The speed and efficiency of an ammo harvest could vary based on the items rarity.
The value of the bat and harpy cab is going to jump a bit probably too. I wouldn’t be surprised if we saw a legendary version with a similar perk as well later.
They could easily change the Manitou just to allow it not to waste the ammo on the reload function. It kind of already has a penalty attached to it just via the reload time that is triggered.
I feel like that’s an overly complicated Manitou solution. Reloading when you’ve already shot most of your shells isn’t really an issue. The ammo waste issue is really only connected to having to waste an entire reload’s worth of ammo to get the damage perk.
Being able to manually reload when the chambers are empty solves the issue, and is also a much more logical and realistic way to implement the perk.
i think either make revolvers have unlimited ammo or make it so that the manitous perk is always active and provides a 30% reload boost constantly and gives the 20% damage boost. or the way your saying sounds good to.
the only issue i have is its kind of ass backwards… your reload speed is increased by how much ammo you have in the cylinders when you reload decreasing as your ammo gets lower. while naguals and other guns dont get a reload boost from other cabins aside from the manitou i think it would be safe to reverse that perk so the lower your ammo gets the more reload speed you get. i mean… it wouldnt hurt would it?
and more ideas for packs and modules and whatnot they can monetize.
and how would that work exactly? the gun uses rounds so what if you use one round? itll just toss out the rounds not used and use another round count?
i feel like they wont have a choice but to do this. the way they are changing things is really going to impact the weapons and the cabins perk. but the issue here is… what if they put this system in and dont change any perks or anything for a stupidly long time? like i said they have a habit of doing new things then just abandoning them. whats to stop them from doing that?
lol…there’s quite easier solutions than what’s been said so far…
remove ammo completly (and refund ammo boxes to players somehow), or
simply increase initial ammo of weapons that use it…around 100% for cannons and rockets/missiles and drones, and 50% for other guns like millers and stuff…far quicker/easier that REBALANCING THE ENTIRE FOKKEN GAME!!!
the hit scan thingy i agree with even though i’m a minigun user…
i mean, let’s be honest…aside from drones and rockets/homing missiles…when was the last time that someone saw/had used all ammo in a match (aside the aforementioned weapons…) if they had ammo boxes on?..and didn’t just waste ammo by holding fire…i don’t rly play cannons so can’t say much…
(Nagual ftw!! )
If you look at how low the ammo count is in my other post on trying the test server. I think each ammo count is for a full cylinder reload. If you instead extrapolate that count out to be a normal ammo count you would just keep track of how many empty cylinder slots you were filling when the manual reload was triggered. Skipping the diminishment of he ones that are already filled.
They could use something similar to stop clipping from wasting ammo on some of the volley based weapons too. For example waltz will often clip making so only 1 or 2 shots come out but your charged for a full volley. There’s a few other weapons that suffer in the same manner.
That doesn’t really bother me as much as it does other people. For me it’s more of a how much larger does a build become and a little bit of the power creep issue too. In a situation like this having an alternative to having lots of ammo boxes, I just imagine it as being another work around.
I think what he is proposing is that you would only use one ammo point if you completely empty the chambers and the auto reload engages. But if you trigger the manual reload before the chambers are empty (including when all the chambers are full), it doesn’t use up an ammo point.
This would still mean you would have to wait for the auto reload to complete before triggering the perk for the damage boost, but at least you wouldn’t waste ammo.
This would also be a solution for Manitou, and I would be happy with it too. But I do kind of like the manual reload concept. Makes me think of old arcade rail shooters, where you have to shoot off-screen to reload.
I run out on my cannons often especially with fatman builds. Millers I often was running out with ammo too, to the point I pretty much stopped using them, being there are more viable unlimited ammo weapons. I don’t really need to use them currently. Given with the millers I wasn’t using tons of ammo packs as I was really trying to squeeze them in. My unguided rockets I often run out of ammo on them too.
Having a special and maybe a legendary ammo pack might help but it really depends on their sizing. Like I worry about keeping aspect ratios for wheel placement to where I like them to be. I know on a few builds there is almost no space for ammo packs but the builds are really small.
like i said, increase the amount of base ammo that all reload weapons have.
apparently the idiots on reddit dont like this idea so screw em.
this would be a bit complicated then…
use 1 out of 3 shells, reload, you still have 13 ammo as it only uses 1 per 3 ammo used. why not give it a flat amount then like 39 in that case??
which is why , as zarrurer already said (and i agree 100%), just increase base ammo for ammo using weapons…aaand problem solved without having to rebalance the entire game, which btw, is a frikkin’ mountain of work…
the game already HAS a mountain of things to fix/add and this (the whole ammo whatnot) is just a stupid waste of time…rebalancing to whole game because of 1 aspect (the ammo whatnot, not the gun… )
Some of them could use it, even if it’s a small amount, it’s hard when you go below a certain amount in base ammo the ammo packs end up not giving that much in return. I.e. like 10-12 or even less. I do get that they seem to want to push people into using higher rarity ammo packs too though. However shouldn’t it also be my choice if I want to have 4 rares or 1 epic on my build too. So the percentages of ammo given for the ammo crates could also potentially be worked on.
Pulling from my other post:
I just double checked these values for the ammo boxes:
Standard rare 30% ammo count
Upgraded rare 47% ammo count
Standard epic 110% " "
Upgraded epic 147% " "
I do think limited ammo on all is really does add an interesting dynamic though that isn’t exactly out of sorts for any shooting game. I could see them going for fuel on active melee too though. @Aphaz I do agree with the Devs having it partial limited and partial unlimited doesn’t make a lot of sense as far as end of match fairness goes. About the only thing I think might be going to far would be fuel amounts on the cars for driving.
That’s pretty much the way I was looking at it give a flat total of ammo.
devourer has 7 ammo and has a mechanic where you fire till you run out of ammo then reload. this weapon needs more ammo then just 7 because thats really limiting for a relic.
judge 76mm has 12 ammo
little boy, hulk, fatman, elephant, narwhal, mammoth, mastodon all have 14 ammo
typhoon has 12 ammo!
heather has 10 ammos which you need to be precise and have perfect aim if you want this to do anything.
snowfall 8 volleys
cricket has 10 volleys
lucifer has 5 ammo
wasp has 14
pyralid has 12
waltz has 15
swarm has 14
jotun and incinerator have 10
fortunes have 12
porcs have 12
ripper has 18
dove has 12
kapkan has 5
mandrake has 6
spike has 18
quasar has 14
do you see what i mean by ammo is to damn low?
see above.
but this is how it was for a long time, why change it now?
if they gave us ammo drops in pvp for resupplying out cannons or even doubled the ammo for cannons or any reloading weapons i think this would help. as you said you run out sometimes in pvp and when you go into pvp your going in knowing you run the risk of running out of ammo. so why should everyone else suffer because you went in knowing you, or someone else, would run out of ammo? you made the choice to bring a reloading weapon into pvp knowing it has limited ammo and knowing they dont drop ammo. perhaps they should make it so that in pvp enemies you defeat can also drop ammo to resupply you so you dont run out.
they want to rebalance the entire game doing this and its a horrible idea. i know they will do this and just abandon it completely. they do this for literally everything else so why is this the acception?
and i get it, in their game warthunder you get limited ammo to, sometimes stupidly limited ammo, but the difference with that game to this one is… well… many things but you can 1 shot people in there and also hit their ammo causing them to detonate and explode their tanks. you COULD do the same in here with ammo packs but thats stupidly rare.
Introducing the developer’s ability to monetize ammo is the most likely reason for them to do this, IMO. I might expect them to add a few degrees of separation in the game mechanic that processes this transaction just to obfuscate or tone down our gag reflex, but money is why they do any of this stuff, and this is a lot of stuff they’re doing. I’m sure they intend to get paid for this somehow, and that would be the most logical route to do that, I would think.
It sure as hell ain’t gonna make this game more balanced. I agree, that’s almost absurd to even consider being their motivation for this. It really does look like a lot of work in the name of “balance” they could easily achieve by simpler and more direct means, but bless their little angelic hearts if balance and fun is what their intentions really are.
If their intentions are as pure as we hope, then sure; great update, good luck with all the patches it will need, and can we poor lab rats get compensated for suffering the tumult this experiment is sure to inflict on us all?
I want horn decor that actually says, “moo,” and Holstein cow camouflage.
If I’m gonna be ranched like a cow, I might as well dress the part.
I think it’s partially from some of the more competitive game modes that’s been added in that actually get a bit of playtime from normal players. i.e. CC/UW when it was just CW not as many people were getting into it. So the same problems that always existed in those competitive modes are just more pronounced. There are topics even on this forum talking about would it be good to try it that aren’t that old.
There’s a number of ways they could do resupply’s I mentioned one that’s item based. Not every match type has an ally base so you can’t have people running back to base to reload. Drops could kind of work but it depends on who can see it and how fast they get picked up. Slow builds are at a disadvantage when moving around to start with. If I have to walk across the battle field to pick up the dropped ammo crate it’s kind of sad.
I try to bring enough for a match maybe a little extra but sometimes matches run longer then expected. I don’t normally expect to have to take the entire team out even though I’d like to. If I loose a gun it’s half my ammo count, If I lose an ammo box it can be the same. Just having the ammo on you doesn’t mean you always get to use it. Running out doesn’t always mean I got to shoot it all either.
Outside of that why should someone get such a massive advantage of unlimited ammo to start with. It’s kind of ridiculous that someone can’t see how much of an advantage that is even if you doubled or even tripled the amount of ammo a reloading weapon gets currently.
The game would basically fail if they just abandoned the idea without reverting the changes. I would at least like to see them try a test for it before putting it in the game on the real servers. Remember they once did this for the repair function that they looked at implementing.
Everyone keeps saying they want balance fixes with limited ammo you could literally make sure that each weapon has the same max dmg output before increasing it with ammo. Why wouldn’t they want to try to see if it works or not. That’s something that can actually be calculated out even before adding a little for player suffrage in using the limited ammo.
I don’t play that game so what they do there doesn’t really matter to me.
I kind of doubt that’s fully what’s going on but like I said I could see 3 or 4 items coming out from the change, Special, legendary ammo boxes, Legendary Cab that gives extra ammo, and maybe a ammo scavenging module (this one could have a few rarities though). Those would be my simple guesses. As far as what happens after.
dont know what all this debate is about, theyre simply limiting ammo for machine guns so that people dont run around the map like chickens holding down the trigger the whole time. youll have to preserve ammo, but i would assume it will be hard to run out if you bring some ammo boxes unless you proceed with the ususal obnoxious bullet spam
you know they wont do that.
also how much you wanna bet people will whine when they run out of ammo on both sides then its a contest to see who dives onto whos base first. how fun is that!?
The way I see ammo, I think it seems reasonable to expect players to carry two epic ammo crates if they want to be able to spam shots constantly for an entire PVP match until the timer runs out. That would mean that a single epic crate would be enough for most circumstances, as we shouldn’t really be relying on bullet spam that much.
I don’t think we should expect to run no ammo packs and not also need to play extremely conservatively in PVP.
Common, rare, and special weapons should have a similar math, except with rare ammo boxes. Two should be enough if you want to spam those weapons, one should be enough for non-spammy playing. And of course people could just run a single epic pack and spam those weapons all they want.
TLDR: built in ammo counts should be determined by the length of time it takes to run out, referenced against maximum length of a PVP match.