Ammo limits back

Deleted member 110222

D
While we're at it, let's remove fuel.

Does OP complain about The Heavy in TF2 only having 200 rounds?
 
The same place my unlimited air and unlimited electricity comes from?

Perhaps I should just have 600 reloads stored in whatever glove-box currently holds mats?

Or perhaps from whatever machine can manufacture ammo, and like everything else, in synthesis.

Indeed: if I took that out: seems there'd be lots of storage space.

It's a terrible game-play mechanic... specifically because there *is* unlimited ammo; but you have to do something useless and time-consuming to get it.


Balance = good
Game-play = good
Grindy time-sink = bad

Be quiet.
 
Got to admit, it's pretty odd you can create about 2000 rounds of multicannon ammo out of pocket lint (the materials collection which is apparently stored in your flightsuit, as it is preserved after your ship explodes), but the over 100 tons cargo capacity of your ship can't be used to store a few million spare rounds.

Now, you might argue that the cargo bay has no direct connection to the guns, so you wouldn't be able to transfer amo from the cargo to the gun. But fabricating your own ammo on board surely is a lot stranger than arranging an ammo transfer.

The real reason more likely is "strange magical voodoo happens for balance reasons." But if you see the kinds of things that happen, like the engineers, balance doesn't really seem the biggest priority ever anyway.
 
We have fuel tanks, why not add an Ammo rack.

On the note about the Power plants i suspect they are fusion powered, hence scooping fuel from stars would make sense if you used the same to power fusion.
 
Synthesis and micro materials is bizzare. It's just all ingredients for magic potions like Skyrim etc. even there you have to stop and find a "table" to refill the "charge" on your magically imbued weapons. I'll admit it's one of the harder ones to swallow. To be honest I don't like the concept at all and think if you want more amo it should be a commodity in your storage or a module + ingredients that take up cargo if you want to manufacture more ammo but that's just me. I was fine having to refill my ammo at stations as it justified their power. Right now I can keep firing my missiles and I know when they run out I have something like 12 or 13 reloads in my pocket. That's just silly, but taking it even farther into the realm of unlimited hard amo just takes it a step too far, from fantasy rpg (ala Skyrim) to full on arcade.
 
groups dynamics are really fun.

In all honestly, what we have here is a plain and simple case of... mobbing in his pure meaning.

Op has shared his vision: you can accet it or you can't.

It's not wrong or right.

Having said that some interesting question and answer came out from discussion: I didn't know Fd were working about ammo storage - which will give you the same effect of (almost) unlimited ammo.

Also: it is interesting that people use Real reference to defend a choice Fd did only for gameplay reason.

Honestly I ("I" underlined ten thousand times) don't consider grind going to a station to resupply

But.

Before 2.1 I never used Ammo weapons because of that (ammo stocking); now things are different becauseof the improved hull and Mc became a reasonable choice if you want finish a combat in reasonable time.

And here come the OP's opinion which is all but absurd.

Definitly he didn't deserved what he got...

I strongly suspect that you haven't read all of his posts.
 
You don't find it immersive to have to RTB for ammo resupply?

I find that to be an odd position on immersion.
Myself as well. Infinite anything doesn't have a point to me.

- - - - - Additional Content Posted / Auto Merge - - - - -

We have fuel tanks, why not add an Ammo rack.

On the note about the Power plants i suspect they are fusion powered, hence scooping fuel from stars would make sense if you used the same to power fusion.
I'd love ammo racks. Good idea CMDR
 
I just love these arguements about 'I want to keep shooting all asunder without having to go back and refuel' unfortunately these glitches get fixed as thats all they are glitches.

There never ever was supposed to be unlimited ammo that was a error, yes you can make ammo but in the most part it is easier to go back and get some. I have flown a Sidey with multicannons and tbh I had to go back every so often to buy more ammo and hoped my kills paid enough and more so I can get some if you dont want to use this mechanic fly with lasers as they dont need ammo.

Imagine if FDEV decided to go ah lets put infinite ammo in there some berk comes at you with multi missile launches with unlimited ammo, sod ya Multi Cannons that would really cause you problems all that going off in a unlimited sense. To me having to buy ammo for guns if a small price to pay and a offset of the damage they cause.

- - - - - Additional Content Posted / Auto Merge - - - - -

Myself as well. Infinite anything doesn't have a point to me.

- - - - - Additional Content Posted / Auto Merge - - - - -


I'd love ammo racks. Good idea CMDR

I would be for ammo racks as well, that way we wouldnt have to hunt around the ships to find something to fire at the enemy ;)
 
the option to choose between a cargo rack or ammo rack would be most welcome in my humble opinion....
still the trick is to not shoot ones load to early eh fellas;)

fire once you know your getting it on the hitbox....your stay out longer OP[yesnod]
 
the option to choose between a cargo rack or ammo rack would be most welcome in my humble opinion....
still the trick is to not shoot ones load to early eh fellas;)

fire once you know your getting it on the hitbox....your stay out longer OP[yesnod]
Which would have been nice instead of synthesis. Even add 2 different types.(Like Battletech) Where one(armored ammo rack) would hold less ammo but would stop the ammo from doing excess damage to the ship when hit. Then an the other(plain ammo rack) allow people to target the ammo rack and do extra damage to the ship if they penetrated the hull.
 
Which would have been nice instead of synthesis. Even add 2 different types.(Like Battletech) Where one(armored ammo rack) would hold less ammo but would stop the ammo from doing excess damage to the ship when hit. Then an the other(plain ammo rack) allow people to target the ammo rack and do extra damage to the ship if they penetrated the hull.


yeah id go with that....as one would be a floating gunpowder barrell in theory...never played battletech myself.
 
Which would have been nice instead of synthesis. Even add 2 different types.(Like Battletech) Where one(armored ammo rack) would hold less ammo but would stop the ammo from doing excess damage to the ship when hit. Then an the other(plain ammo rack) allow people to target the ammo rack and do extra damage to the ship if they penetrated the hull.


Yes, this is actually a pretty neat idea. I'd even go for full on explosion, if the unarmoured rack was hit.
Actually this reminds me that I always wanted the different types of cargo to be more dangerous, too. Sometimes we are hauling things that would normally kill whole cities if they exploded. :D
 
I'm glad to see some of the people who opened by ridiculing me come around to something resembling my position. (ammo stores h347h? I've been an advocate of those for some time)

This is a game. What it needs to be is fun.
"Realism" is a red-herring (because it doesn't exist in this game), but I do agree that "immersion" is important.
I have not heard a compelling immersion argument on existing MC configuration.

Ammo, as it exists right now, for some weapons (such as MCs) is poorly configured for fun.
We could give MCs a more meaningful trade-off ammo-for-function like we do with torpedos. That would be good.
We could remove the ammo limitation with is an annoyance-for-function and have unlimited ammo. That would be good.
We could use (as is being suggested) the annoyance feature to encourage magazine stores; thus creating a loadout-for-endurace trade-off. That would be good too.

I'm disappointed by the straw-men, the ad homenems, the red herrings, and the moving goalposts; but I know I'm not alone, and I'm glad to see the beginnings of a productive discussion.

Which would have been nice instead of synthesis. Even add 2 different types.(Like Battletech) Where one(armored ammo rack) would hold less ammo but would stop the ammo from doing excess damage to the ship when hit. Then an the other(plain ammo rack) allow people to target the ammo rack and do extra damage to the ship if they penetrated the hull.
That's a great idea. I think we should consider this on quite a few subsystems.

Right now, destroyed power plants can take your ship out (and we know cockpits). Why not have damaged missiles have a chance of exploding? There's a lot of potential.

- - - - - Additional Content Posted / Auto Merge - - - - -

HA HA ... called it...

From a thread last month...
I don't think anyone has called the game ruined. I know I have not. It's a minor annoyance (like super-cruse times being too long in some systems, or loading screens (which I'm sure FD would dump if they could)).

- - - - - Additional Content Posted / Auto Merge - - - - -

Got to admit, it's pretty odd you can create about 2000 rounds of multicannon ammo out of pocket lint (the materials collection which is apparently stored in your flightsuit, as it is preserved after your ship explodes), but the over 100 tons cargo capacity of your ship can't be used to store a few million spare rounds.

Now, you might argue that the cargo bay has no direct connection to the guns, so you wouldn't be able to transfer amo from the cargo to the gun. But fabricating your own ammo on board surely is a lot stranger than arranging an ammo transfer.

The real reason more likely is "strange magical voodoo happens for balance reasons." But if you see the kinds of things that happen, like the engineers, balance doesn't really seem the biggest priority ever anyway.
Exactly!

And if ammo limitations were a balance issue (as they are for torpedoes); I'd be in favor of them. But the ammo store (2100 unmodded?) is so large that it doesn't effect balance; and even if it did, synthesis put an end to that. So now it's just a petty annoyance. Once I think should be done away with.
 
Back
Top Bottom