More AMMO please

For the love of <some deity> can the ammo based weapons get some dire needed love please???

Put fragment cannons on, got a kill mission, faced a python, died halfway toring in his hull because the ammo was empty and i couldn't get enough damage through with only class 1's left, oh and got a bounty as an extra insult, ...

Before you comment the obvious, I placed the shots on point blank and sparingly only.
Also cannon direct hits not registering damage sometimes, bit better but still not enough ammo.

Implement ammo racks please or something please?

Thanks for the read.
 
The railgun has the exact same problem. Should the ammo reserve of those weapons be increased, no doubt I will use them a lot.
 
You're not going to get very far using class one frags against a python, with that 66% damage reduction. I think a python is a large class ship, at least.
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I landed one full spread from two medium frags on an unshielded full hull cobra. That cobra had 34% hull remaining.
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Frags are just fine. There's a right way and a wrong way to use them.
 
You're not going to get very far using class one frags against a python,.

They were 2 medium class frags, also the python is a medium class ship (can land on outposts).

Frags are not fine. they cannot target subsystems effectively and have barely ammo with to accompany them
 
They were 2 medium class frags, also the python is a medium class ship (can land on outposts).

Frags are not fine. they cannot target subsystems effectively and have barely ammo with to accompany them

python considered large ship that land on outposts;p
 
You mean never? There's a reason no one ever runs the damn things.
Did you miss the part where a single frag salvo can bring a cobra from full hull to none in one second? They have their right and wrong uses and the user won't get far if they can comprehend nothing but the wrong uses. I take down pythons left and right with my frag cannons using my courier, usually it's a 1v3 wing fight, and it's over so easily I rarely need to use SCBs. I'll gladly make a video.
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I love the idea of carrying more ammo, but I cannot rationalize it. Fuel and extra fuel tanks are both internal aspects of the ship. Extra ammo racks would be an internal aspect of the ship that somehow resupplied hardpoints, an exterior aspect of the ship. I mean, I guess you could retract hardpoints to deliver ammo... We'll see what FD wants.
 
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Did you miss the part where a single frag salvo can bring a cobra from full hull to none in one second? They have their right and wrong uses and your continued ignorance is evidence that you can comprehend nothing but the wrong uses. I take down pythons left and right with my frag cannons using my courier, usually it's a 1v3 wing fight, and it's over so easily I rarely need to use SCBs. I'll gladly make a video.
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I love the idea of carrying more ammo, but I cannot rationalize it. Fuel and extra fuel tanks are both internal aspects of the ship. Extra ammo racks would be an internal aspect of the ship that somehow resupplied hardpoints, an exterior aspect of the ship. I mean, I guess you could retract hardpoints to deliver ammo... We'll see what FD wants.

Fighter planes have used a conveyor system since for ever. Can't see why that would apply to ED. I mean, you wouldn't just have a giant crate filled with ammo, it would have to be a proper system and priced accordingly.
 
You can do the nearly the exact same thing with cannons, with greater ammo capacity. It's disadvantages far outweigh any benefits. It currently sits in purgatory along with missiles in terms of useful damage vs longevity in a fight.

Don't forget it's pretty much useless in PvP considering how much shielding everyone runs. The only threat I ever feel from frag cannons is from the infinite ammo python/condas in a wing, and that pretty much only makes me pop a shield bank and start keeping my distance.


Don't get me wrong, I've used them before, but you're better off with railguns or something similar in most other situations. I would love more ammo just so I'm not running back every 10 minutes, and I do want a nice hull stripper that relies on burst damage.
 
For the love of <some deity> can the ammo based weapons get some dire needed love please???

Put fragment cannons on, got a kill mission, faced a python, died halfway toring in his hull because the ammo was empty and i couldn't get enough damage through with only class 1's left, oh and got a bounty as an extra insult, ...

Before you comment the obvious, I placed the shots on point blank and sparingly only.
Also cannon direct hits not registering damage sometimes, bit better but still not enough ammo.

Implement ammo racks please or something please?

Thanks for the read.
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So just to clarify...
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You accepted a kill mission, equipped yourself with frag cannons and run out of ammo against a python - have a got it right?
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Seems like for starters you selected the wrong weapon if you are were only equipped with frags. Where you really trying to take the shield of a python down with frags?? You may have to experiment with different weapons to find the one that suits your playing style before demanding changes to the game engine. It took me quite a while to work out what suits me, at present I have a C3 Beam and C3 cannon, both gimballed on my Vulture. I never use the cannon on a ship if the shields are still up and in reality on use it when I am close enough to ensure a hit. I only have 95 rounds for the cannon but that seems to last me a damn long time, even in a CZ, normally when I start to get low on ammo it is time for me to bug out anyway as I either need repairs; reached my bounty limit or got bored.
 
You can do the nearly the exact same thing with cannons, with greater ammo capacity. It's disadvantages far outweigh any benefits. It currently sits in purgatory along with missiles in terms of useful damage vs longevity in a fight.
Please enlighten me on how a single medium cannon can bring down a cobra's hull in one second. You can take two cannons, I'll take two frags. I guarantee you I can bring down more cobras than you (assuming we're not using lasers on hull).
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I don't recommend using frags against shields. I too would not be concerned if my shields were getting hit by frags. I also would find that keeping my distance mitigates a frag's usefulness, more so than other weapons.
These are all wrong ways to use the frag cannon. There are right ways - on a ship that can close well, at short range, against an appropriately sized target, and against hull. Situational? yes. Effective? More than any other weapon in the game.
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Other benefits:
Extremely low power requirement
Very low power usage.
Not particularly expensive.
Absurdly high damage.
Virtually no heat.
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Most of the time I take out pythons at 20~30% because I wreck their thrusters and powerplant accidentally.
 
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Frags are fine, but their ammo does need looking at or ways to address it, 3/30 basically means you have to save them for a special occasion

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Please enlighten me on how a single medium cannon can bring down a cobra's hull in one second. You can take two cannons, I'll take two frags. I guarantee you I can bring down more cobras than you (assuming we're not using lasers on hull).
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I don't recommend using frags against shields. I too would not be concerned if my shields were getting hit by frags. I also would find that keeping my distance mitigates a frag's usefulness, more so than other weapons.
These are all wrong ways to use the frag cannon. There are right ways - on a ship that can close well, at short range, against an appropriately sized target, and against hull. Situational? yes. Effective? More than any other weapon in the game.
.
Other benefits:
Extremely low power requirement
Very low power usage.
Not particularly expensive.
Absurdly high damage.
Virtually no heat.
.
Most of the time I take out pythons at 20~30% because I wreck their thrusters and powerplant accidentally.

Using frags against shields is part of what makes them so good lol, cannons do outperform vs raw hull damage and specific subsystem hits, frags are excellent at damaging basically everything on the side of a ship that your shooting.

The ammo limit is still dumb, I think it makes sense with rails as they are single shot weapons with hitscan - however I think both should be increased as its just an artificial cap.
 
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Please enlighten me on how a single medium cannon can bring down a cobra's hull in one second. You can take two cannons, I'll take two frags. I guarantee you I can bring down more cobras than you (assuming we're not using lasers on hull).
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I don't recommend using frags against shields. I too would not be concerned if my shields were getting hit by frags. I also would find that keeping my distance mitigates a frag's usefulness, more so than other weapons.
These are all wrong ways to use the frag cannon. There are right ways - on a ship that can close well, at short range, against an appropriately sized target, and against hull. Situational? yes. Effective? More than any other weapon in the game.
.
Other benefits:
Extremely low power requirement
Very low power usage.
Not particularly expensive.
Absurdly high damage.
Virtually no heat.
.
Most of the time I take out pythons at 20~30% because I wreck their thrusters and powerplant accidentally.

I'd take that up if we do it per hour :p You'd spend more time reloading at stations. Anyway, my point is that it is simply too situational and is only suitable for short engagements if you have another hardpoint/wingman to strip shields, and most people would just run multis/cannons since they take less power and can stay in combat longer.

Give it some way to reload out of a fight and I guarantee that it'll become a bit more common and gain consideration outside of niche pvp/assassination mission roles, which should be the case rather than railguns/lasers/multis/cannons are only viable weapons.
 
Frags are not fine. they cannot target subsystems effectively and have barely ammo with to accompany them

I don't think you're supposed to be able to target points with frags, they fire a scattershot of kinetics. This would mean they're not good for subsystems.

I agree with the low ammo problem though!
 
I love the idea of carrying more ammo, but I cannot rationalize it. Fuel and extra fuel tanks are both internal aspects of the ship. Extra ammo racks would be an internal aspect of the ship that somehow resupplied hardpoints, an exterior aspect of the ship. I mean, I guess you could retract hardpoints to deliver ammo... We'll see what FD wants.

Actually, according to the manual, "All hardpoints are internal weapon bays that must be deployed before use". In theory, it could be done, though to be honest if they feel the need to 'balance' ammo upwards, they'd be better off just tweaking the amount in the loadout. If they add ammo racks for cannon, etc.. everyone will be running nothing but kinetics because of the damage output and lower power/heat.
 
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