If it doesn’t have an explosive values it vanishes after the penetration% is used up. Provided the part has less durability then the pen value it follows through to the next part using the rest. Some of this will be slightly less important at the single hit values but the last shot should carry through to the next part when hitting smaller bits fairly easy and some of the larger parts rather then giving partial dmg amounts with the change. So you should have slightly more accurate dmg calcs on targets then before.
Similarly cabs, engines, and other items that give projectile speed increases will now work on MG guns too. Oppressor is getting a slight change to also give projectile speed and I think there was a cab that did too (might be whaler?).
to be fair they could at least try to balance it, which they dont
something that cannons always had to do, and also cannons are way heaver than mgs so they take even less of your precious armor.
also even though my builds aleady have ammo, the recent tonnage nerf completely killed my cannon hover (which was already pretty shit before) and half the armor had to go
from what i understand the bullet deals damage normally and continues flying when it destroys a part, but once it deals the 70% threshold it just disappears
Im all for requiring every vehicle to have ammo. Meta builds only have one explosive module lol, its so easy to build with them. Meanwhile ammo builds got 2 extra bombs on their vehicle and less mass to work with. It makes a huge difference in fights. Vehicles with more explosive modules also have to get bigger and beefier with frames if they want to survive a detonation. A little 6 wide ladder frame won’t cut it.
I still would like them to do a live test first but it might be fun and it lines up with their https://flameraiders.org/ types of builds that normally dangle explosives on their sides too.
I’ve seen people just hang them off the side a few blocks away.
The whole intent of adding ammo was because at the end of a match, one player might be out of ammo against a player with unlimited ammo. With the new scenario, I imagine many more instances of people being out of ammo at the end of a match.
What happens when your ammo box gets shot off? With the Reaper and 5 kills, i’ve run out of ammo before with an upgraded box. It happens.
… or perhaps they race to one anothers base to see who can get there and capture it the fastest or something… either way i still see this as an issue. i imagine they run out of ammo and then try to keep eachother off one anothers base thus dragging out the match even more because neither player wants to lose… sigh… this is a lose lose situation here.
or just kill the other player because the chance that both sides have a single player left with no ammo is low, and if it happens you can either wait a single minute or just leave
it could be low and it also couldnt be low. theres still a chance regardless and thats what im saying.
but what if its 3 minutes or more? you think people want to wait for that? we get enough complaints of people running drones trying to stall the matches as much as possible, we dont need people running guns doing the same.
the chance is low, and the chance is even lower to have this happen with 3 minutes of the match remaining. drone players stall by actively running away, which i would assume sane players who just ran out of ammo wouldnt do. and if it ends up happening in 1 out of 100 games then just leave
what do you expect a player who ran out of ammo to do in that scenario? ram themselves to death against someone elses car whos also out of ammo?? if they ran to one anothers base all theyd need to do is sit on the base to prevent the opposing team from capturing it and thus dragging out the match.
then thats too bad, the match gets drawn out. gonna have to either sit through it or leave. there is no reason for one type of weapon to have the advantage in this scenario, so there is no way to make it work
I’m with you on this.
Besides, there’s nothing wrong with winning a match through capping, and also nothing wrong with disabling an opponent by ramming off their wheels.
I’ve won many matches for my team after being degunned or after running out of ammo. You just need to be creative sometimes.
give cannons more ammo in their base ammo, theres no reason they need such a stupidly low ammo count. i mean you have 14 ammo on mammoths and mastodons and fricken 12 on typhoons. mastodons and typhoons are fricken relics for crying out loud and they have such pitifully low ammo counts.
the counter to this is simple. big builds are big and bulky for a reason, to protect that ammo pack. its easy to cripple a large build with something like mgs because they fire constantly while cannons have to reload, on top of this they have slow reload speed and extremely low ammo forcing them to run ammo packs. by giving them more ammo theyd be more in line with the mgs. having less to explode while also giving them an ammo reserve with 1 or 2 ammo packs. also this would help prevent their builds from being to explodey. a lucky shot can cripple a large build and i know this cause my naguals cripple a ton of heavy builds in pve with their 100% penetration passive.
i seen stuff like this before but there will be matches that people just drag out out as much as possible with this new tactic now. you know itll happen.
I don’t see how this solves the issue of two final guys, one guy being out of ammo and the other not. Players still don’t have equal ammo counts under this new system. Some have a higher default count, and/or firing rate than others.
Seems like to me, all this new system does is increase the likelihood of more players out living their ammo reserves, and then leaving more than a few survivors driving around toothless, unable to move the needle either direction towards a victory, leaving us with many more long drawn out anticlimactic endings.
They do have a weather hazard mechanic that might help finish-off helpless survivors, but making that standard for PVP seems weird to me.