Powered by vBulletin

Similar Weapons Share Common Ammo Reserve

Printable View

Show 40 post(s) from this thread on one page
Page 2 of 3 FirstFirst Previous 1 2 3 Next LastLast
  • 05-13-2013, 04:10 PM
    Mikeloeven
    i take it the prolonged silence means i make perfect sense with my logic ??
  • 05-13-2013, 05:57 PM
    NirvanaDest
    Quote:

    Originally Posted by Mikeloeven View Post
    I only just found this out and i was horrified. if you have two weapons you should have enough ammo for both but this game stupidly shares reserve ammo between two weapons of the same type completely unacceptable for gameplay and this should be fixed immediately to give each weapon slot it's own ammo reserve

    and i am saying immediately who thought this was a good idea should be terminated and i don't mean fired

    I submitted this in feed back multiple times in beta 1, beta 2 and beta 3 and in game.

    I can see someone having multiple Light Machine guns, for example and they all pull from the same ammo reserve. But not an Assault Rifle, a Light Machine Gun and a Sub Machine gun using the same ammo! That is ******ed. They got to the bother of being so techie with bloom, and damage fall off, then the simple fact that different weapons use different ammo escapes them.

    Also, if any of you have played Borderlands 1/2 you will see this game copies almost everything from the Borderlands games except of course the part where the game works lol

    In Borderlands as the player leveled up, he/she could increase their ammo reserve. Of course borderlands was also funny. Anyway, Trion. A sub machine gun uses 9 mm and .45 caliber ammo for the most part. Think Uzi, Mac-15, Mac-17. An Assault Rifle, M-15 uses 5.53 ( I forget ) and a light machine gun could use 7.63 or even .30 caliber. But here I am trying to make sense out of a game that considers lowering the entry levels to co-ops a major patch and ignoring glaring bugs like resetting pursuits, faction points subtracting from totals, no workable chat system, no mail system, no storage system, no auction house? I mean seriously what part of the this game is the MMO part?
  • 05-14-2013, 02:20 AM
    Shughart
    Quote:

    Originally Posted by NirvanaDest View Post
    I submitted this in feed back multiple times in beta 1, beta 2 and beta 3 and in game.

    I can see someone having multiple Light Machine guns, for example and they all pull from the same ammo reserve. But not an Assault Rifle, a Light Machine Gun and a Sub Machine gun using the same ammo! That is ******ed. They got to the bother of being so techie with bloom, and damage fall off, then the simple fact that different weapons use different ammo escapes them.

    Also, if any of you have played Borderlands 1/2 you will see this game copies almost everything from the Borderlands games except of course the part where the game works lol

    In Borderlands as the player leveled up, he/she could increase their ammo reserve. Of course borderlands was also funny. Anyway, Trion. A sub machine gun uses 9 mm and .45 caliber ammo for the most part. Think Uzi, Mac-15, Mac-17. An Assault Rifle, M-15 uses 5.53 ( I forget ) and a light machine gun could use 7.63 or even .30 caliber. But here I am trying to make sense out of a game that considers lowering the entry levels to co-ops a major patch and ignoring glaring bugs like resetting pursuits, faction points subtracting from totals, no workable chat system, no mail system, no storage system, no auction house? I mean seriously what part of the this game is the MMO part?

    I agree with that SMG shouldn't share the same ammo reserve, but then should pistol and SMG share an ammo reserve? As for the "argument" of LMGs and ARs shouldn't share ammo reserve is pointless. The most common ARs IRL share the common calibers of 5.56, 7.62x39, 7.62x51(aka NATO 308). The most common LMGs IRL share those same calibers. Sorry buy even in IRL they are interchangeable. Even some SMGs share the same calibers, but they fall under a different name PDW.
  • 05-14-2013, 04:03 AM
    Blondin
    This is a gameplay feature, just like you can't have 3 weapons, or you can't have 2 ego powers at the same time.
    You can't have unlimited ammo, you have to go reload to an ammo-box, this is a gameplay mechanics.


    Btw, who cares that smg don't use the same ammo as AR, it's a game, nothing is real, do you ever see electrical ammo?
  • 05-14-2013, 05:11 AM
    squidgod2000
    They should add a perk that increases ammo carry capacity by 15/30/45%. That'd probably satisfy everyone without completely destroying balance.
  • 05-14-2013, 05:19 AM
    Aeothena
    Or, just make pistols and SMG share ammo and the AR and SAWs and such share theirs. Maybe it's a balance thing? You shouldn't be able to carry 2 guns that each have a ammopack of 500 and can deal +440dmg and fire at rapid speed?
  • 05-14-2013, 11:19 PM
    That_MF_Wolf
    Quote:

    Originally Posted by Mikeloeven View Post
    ok think about it this way.

    if your carrying a pistol and a machine gun you will carry ammo for the pistol and machine gun
    if your carrying two machine guns you will not have a pistol and the character would take the space reserved for the pistol ammo and carry additional machine gun ammo because there would be no need to carry ammo that your not using,

    it makes more sense for each individual weapon the player carries to have it's own reserve ammunition

    @ anderson

    Yes this is how alot of shooters deal with ammunition but these shooters have more common ammunition and if a shooter does share ammo between weapons it generally has a much greater reserve and some times the ammo is not even capped. so is this normal for shooters ... yes is it balanced in this case .... no simply because the game fails to provide a sufficient quantity of ammo to support the varying play styles and rate of fire to damage ratio of the weapons.

    your taking a generalization about shooters and making a declarative statement. game design is a insanely complicated procedure and you need to take into account all the factors and it is clear that weapons in defiance do not have a sufficient reserve ammo capacity or that ammo dumps are too few and far between

    So what you are saying is that if you shot off all your ammunition that you have, magical you get ammunition for a second gun. That make no sense.
  • 05-14-2013, 11:24 PM
    That_MF_Wolf
    Quote:

    Originally Posted by NirvanaDest View Post
    I submitted this in feed back multiple times in beta 1, beta 2 and beta 3 and in game.

    I can see someone having multiple Light Machine guns, for example and they all pull from the same ammo reserve. But not an Assault Rifle, a Light Machine Gun and a Sub Machine gun using the same ammo! That is ******ed. They got to the bother of being so techie with bloom, and damage fall off, then the simple fact that different weapons use different ammo escapes them.

    Also, if any of you have played Borderlands 1/2 you will see this game copies almost everything from the Borderlands games except of course the part where the game works lol

    In Borderlands as the player leveled up, he/she could increase their ammo reserve. Of course borderlands was also funny. Anyway, Trion. A sub machine gun uses 9 mm and .45 caliber ammo for the most part. Think Uzi, Mac-15, Mac-17. An Assault Rifle, M-15 uses 5.53 ( I forget ) and a light machine gun could use 7.63 or even .30 caliber. But here I am trying to make sense out of a game that considers lowering the entry levels to co-ops a major patch and ignoring glaring bugs like resetting pursuits, faction points subtracting from totals, no workable chat system, no mail system, no storage system, no auction house? I mean seriously what part of the this game is the MMO part?

    Who say that in the future that guns use the same ammo as today. So it up to them what ammo guns use. that is fine. Also this is there game and they can do what. I love that they are not doing what everyone else is doing.
  • 05-15-2013, 02:10 AM
    Cyranos
    But you would think for a game that is generally encouraging you to try different weapon types that it would at least offer each weapon class its own pool of ammo. I agree that 2 assault rifles shouldn't result in double ammo, even when spanned across two loadout profiles but to not have SMGs, Pistols, LMGs and Assault Riffles as separate ammo pools is kind of silly. It's not like when you fire a rocket you lose your grenade cooldown because they are both explosives.
  • 05-15-2013, 04:22 AM
    Dark Raven80
    Quote:

    Originally Posted by Cyranos View Post
    But you would think for a game that is generally encouraging you to try different weapon types that it would at least offer each weapon class its own pool of ammo. I agree that 2 assault rifles shouldn't result in double ammo, even when spanned across two loadout profiles but to not have SMGs, Pistols, LMGs and Assault Riffles as separate ammo pools is kind of silly. It's not like when you fire a rocket you lose your grenade cooldown because they are both explosives.

    True but they can't even get kill counts for pursuits to work and you think they will add more things for their ****ed up system to try and track... But yes, I do agree that smg, lmg, and assault rifles would have different ammo pools...
Show 40 post(s) from this thread on one page
Page 2 of 3 FirstFirst Previous 1 2 3 Next LastLast
All times are GMT -7. The time now is 10:49 AM.
Powered by vBulletin™ Version 4.1.3
Copyright © 2021 vBulletin Solutions, Inc. All rights reserved.