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Awesome gun, ruined by ammo limitations

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  • 05-25-2013, 06:52 PM
    Mordeth Kai
    Awesome gun, ruined by ammo limitations
    Found a VOT Blaster pistol, high rate of fire and high damage, only drawbacks are the short range and frequent reloads. Unfortunately I can't use this gun for anything because handguns have a max ammo cap of 150 rounds, making an awesome gun worthless. That's 7 reloads without mods and the guns out, which amounts to 7-14 kills against mid to late game enemies ,not talking about hellbugs, the larger of which wouldn't die before the gun is empty starting at full. I would love to use this gun, but ammo renders it worthless and I can't bring myself to scrap it.

    Its been said before and needs said again, ammo caps need raised, or a method of raising them needs to be put in. SMG's, LMG's, and assault riffles carrying a 400 count ammo pool is unacceptable. Having ammo constraints adds depth to the game, but running out of ammo constantly and having guns rendered useless or near enough because of ammo restrictions is not fun.
  • 05-25-2013, 07:06 PM
    BigO518
    Quote:

    Originally Posted by Mordeth Kai View Post
    Found a VOT Blaster pistol, high rate of fire and high damage, only drawbacks are the short range and frequent reloads. Unfortunately I can't use this gun for anything because handguns have a max ammo cap of 150 rounds, making an awesome gun worthless. That's 7 reloads without mods and the guns out, which amounts to 7-14 kills against mid to late game enemies ,not talking about hellbugs, the larger of which wouldn't die before the gun is empty starting at full. I would love to use this gun, but ammo renders it worthless and I can't bring myself to scrap it.

    Its been said before and needs said again, ammo caps need raised, or a method of raising them needs to be put in. SMG's, LMG's, and assault riffles carrying a 400 count ammo pool is unacceptable. Having ammo constraints adds depth to the game, but running out of ammo constantly and having guns rendered useless or near enough because of ammo restrictions is not fun.

    While I agree that the "Blaster" needs a higher ammo cap, saying that it's worthless is far from true. The Blaster is great for taking down large late game enemies. I can drop a 99er Blacklung in 1 1/2 clips with a green VOT Blaster. Since you have one you know how fast that clip empties. I get your frustration with the weapon but you just have to figure out when and where to use it, just like every other weapon in the game.
  • 05-25-2013, 07:57 PM
    Mladenov
    You can always fill his magazine mod with blue mag mod for +12 rounds.
    This can give you a second time to shoot your foes.
  • 05-25-2013, 08:05 PM
    Ensu
    It's even worse in pvp where you have something like 28 rounds. That's a clip and a half for my blasters. Trivializes an otherwise lovely little uzi.
  • 05-25-2013, 08:12 PM
    Error404
    Snipers are currently the only weapon in need of an ammo cap buff. No others.
  • 05-25-2013, 08:20 PM
    Ensu
    Quote:

    Originally Posted by Error404 View Post
    Snipers are currently the only weapon in need of an ammo cap buff. No others.

    I disagree. Sniper ammo is quite sufficient.
  • 05-25-2013, 09:37 PM
    PhotriusPyrelus
    If you're using any pistol other than the Wolfhound you're doing it wrong. ^_~
  • 05-25-2013, 09:39 PM
    Ensu
    Quote:

    Originally Posted by PhotriusPyrelus View Post
    If you're using any pistol other than the Wolfhound you're doing it wrong. ^_~

    It'd be nice to be able to use other pistols though, no? If only for flavour.
  • 05-25-2013, 09:45 PM
    PhotriusPyrelus
    Quote:

    Originally Posted by Ensu View Post
    It'd be nice to be able to use other pistols though, no? If only for flavour.

    I'm just joshin'. I actaully like the double-tap pistols okey. And the Magnums seem like they'd be good, too (shallow magazine aside). The biggest reason I don't use the Blaster is because it just feels like an SMG. If I want something that acts like an SMG, why not use an SMG?

    I'm honestly flabbergasted the Wolfhound hasn't been nerfed yet, it's just SO good with precision shooting thanks to the absurdly high crit modifier.
  • 05-25-2013, 10:34 PM
    Cortechs
    My Rocket Launchers have 10 max in PvP and 15 in PvE. Cry me a river. ;)
  • 05-25-2013, 11:00 PM
    Jokerz_89
    Quote:

    Originally Posted by Ensu View Post
    I disagree. Sniper ammo is quite sufficient.

    disagree with your disagreement, the ammo is Sufficient for Bolt-Action Rifles, but try using a Semi-Auto.. it takes at least 4 headshots to take anything short of the minions down. Now, apply that to a boss.. you're out-of-ammo before any boss is under 90%.

    The ammo restrictions to Snipers is the only reason I don't use Semi-Auto, the gun does 1/2 the damage of a Bolt Action, yet has the same ammo supply? that math don't seem right to me. But this is only my opinion.
  • 05-25-2013, 11:16 PM
    Ensu
    As someone who just today got semi-auto sniper rifle to rank 10, I didn't have any issue with the ammo count. In a boss fight you get instant use ammo piles anyway, which makes that the one place where ammo isn't even close to being an issue. And if you do run out of ammo, you switch weapons. If you run out of ammo with both your weapons, you switch to a loadout with weapons of different ammo types! Should you need to? I'm conflicted on that one. Maybe a few more ammo types could do with an ammo capacity boost.

    In pvp you're limited to one loadout and very limited ammo recovery comparative to the rest of the game. I'm really not sure why they decided to reduce the ammo capacity for pvp. It only seems to make some loadouts utterly pointless, and strengthen the position of shotgun and infector.
  • 05-25-2013, 11:38 PM
    Micheal Storm
    Quote:

    Originally Posted by Error404 View Post
    Snipers are currently the only weapon in need of an ammo cap buff. No others.

    Sniper ammo is fine but they do need to give a raise to headshot multipliers.
  • 05-25-2013, 11:43 PM
    TurboSquid
    My Northstar Flare has a 7 round mag, no mods. More than I could of ever asked for on a pistol.
  • 05-25-2013, 11:57 PM
    Ensu
    Quote:

    Originally Posted by TurboSquid View Post
    My Northstar Flare has a 7 round mag, no mods. More than I could of ever asked for on a pistol.

    To be clear, we're not talking about mag size, but about total ammo capacity.
  • 05-26-2013, 01:11 AM
    cusman
    The weapon where I find myself running out of ammo most is the SMG... they blow through ammunition rounds so fast doing such minimal damage. The pistols that behave like SMG and wipe out ammo while doing relatively less damage than other pistols as well.
  • 05-26-2013, 10:28 AM
    Mordeth Kai
    The problem is not how many rounds are in the magazine, the problem is the 150 Max ammo pool. I can deal with the frequent reloads, but I can't use it as a main weapon because it won't last. At present I have it in my second loadout with a shotgun that shoots grenades for when the pistol inevitably runs dry, but I can't use it as a mainstay or even as a backup to my SMG that allready eats ammo like crazy.

    The problem is not the clip, its the max ammo pool
  • 05-26-2013, 10:48 AM
    Mordeth Kai
    Quote:

    Originally Posted by PhotriusPyrelus View Post
    I'm just joshin'. I actaully like the double-tap pistols okey. And the Magnums seem like they'd be good, too (shallow magazine aside). The biggest reason I don't use the Blaster is because it just feels like an SMG. If I want something that acts like an SMG, why not use an SMG?

    I'm honestly flabbergasted the Wolfhound hasn't been nerfed yet, it's just SO good with precision shooting thanks to the absurdly high crit modifier.

    I use SMG's as my main weapon, VOT Pulsars to be specific. The 2 biggest differences (besides ammo pool and magazine) are the damage and falloff range (falloff is the distance you can shoot before damage is lowered, drastically in the case of hand guns). The Blaster does higher damage without mods than an SMG does with, but pistols have to be used at point blank or the damage gets cut in half and then further. As far as usage goes, I would prefer my SMG for fights with lots of enemies because of the faster reload and higher clip size (ammo pool means not useing the blaster at all), but the blaster would be nice against bigger game where I'm not shooting constantly and need faster damage when I am firing (big guys with grenade launchers, monarch hellbugs, boss's etc).

    As for the Wolfhound, I won't argue which gun is better or best of all. It is a matter of preference, and my style of play is better suited to the blaster, I get headshots but I'm usually in the middle of the fray shooting nonstop and taking any hit I get. I am rarely in a position to put accuracy over mobility, I hit most of my targets, but headshots happen only a 3rd of the time, with that play style the blaster gets me better results than the wolfhound, if your play style enables you to place more of an emphasis on head shots then great, but the game shouldn't be a one size fits all, that would be dull and boring as hell.
  • 05-26-2013, 11:06 AM
    PhotriusPyrelus
    Quote:

    Originally Posted by Mordeth Kai View Post
    I use SMG's as my main weapon, VOT Pulsars to be specific. The 2 biggest differences (besides ammo pool and magazine) are the damage and falloff range (falloff is the distance you can shoot before damage is lowered, drastically in the case of hand guns). The Blaster does higher damage without mods than an SMG does with, but pistols have to be used at point blank or the damage gets cut in half and then further. As far as usage goes, I would prefer my SMG for fights with lots of enemies because of the faster reload and higher clip size (ammo pool means not useing the blaster at all), but the blaster would be nice against bigger game where I'm not shooting constantly and need faster damage when I am firing (big guys with grenade launchers, monarch hellbugs, boss's etc).

    As for the Wolfhound, I won't argue which gun is better or best of all. It is a matter of preference, and my style of play is better suited to the blaster, I get headshots but I'm usually in the middle of the fray shooting nonstop and taking any hit I get. I am rarely in a position to put accuracy over mobility, I hit most of my targets, but headshots happen only a 3rd of the time, with that play style the blaster gets me better results than the wolfhound, if your play style enables you to place more of an emphasis on head shots then great, but the game shouldn't be a one size fits all, that would be dull and boring as hell.

    I'm to the point where I don't really understand having maximum ammo pools in games; what does it really add to the gameplay? When ammo is largely a non-issue, why even have it? I understand magazine sizes and reload speeds are a balancing mechanic, and sometimes (like in Borderlands 2, where they're devastatingly powerful) ammo cap *can* be meaningful, but for slug-throwers and in this game where explosives aren't the god-weapons they are in many other shooters, they just don't make sense, especially with ammo crates littered around the landscape.

    Of course, I guess if you don't have a hard ammo-cap, you get people whining about realism. In games with jeking laser guns. :eyeroll: But surprisingly they have no issue with throwing away a magazine, but not losing the ammo left in the magazine. :jackie chan WTF face:


    EDIT: If ammunition is a scarcity that is meant to be managed (like early resident evil games), if ammo management is a non-trivial part of the game, then you shouldn't need a cap as the player should generally always be wanting. If not, why bother? What does it add to the game to say "Oh, well, I ran out of my 1400 SMG bullets, I better swap to my Rifle with its 800 bullets." (with Borderlands as the example). In this game I have never, EVER run out of shotgun shells before I reach an ammo box (or get ammo drops from enemies); what's the point of having an ammo stock for shotgun shells? There isn't one.
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