Ammunition from materials?

When in a space CZ and re-arm from onboard mats, I choose standard ammo over basic.
Does re-arming on fleet carrier reduce left over ammo to basic?
 
I think it's the same as rearming in a station.
Indeed, though it might cost more as Fleet Carrier owners can set their own prices for most things and likely for services as well! 😯😂🩲😀🤘 .

(But I doubt enough to matter, while it all shoots the same!)

As you probably know, you can make higher power ammunition than normal with materials, that are likely better saved for engineering your ships and modules, but IF you don't care about engineering it's a thing!

Personally I only synthesise ammo and other supplies when I'm far away from a station and have double checked that I have plenty of the materials used and/or replacements are easy to find 😀🤘 .

(It is invaluable for repairing things like SRVs on long distance missions however, so at least it's an option when you're stuck! 😯😀🤘.)
 
When in a space CZ and re-arm from onboard mats, I choose standard ammo over basic.
Does re-arming on fleet carrier reduce left over ammo to basic?
To be safe assume it will reduce the ammo to basic so unless you have shot yourself out of ammo synthesise more before docking if it is important too you.
 
Standard and premium ammo should be removed from the game.
I don't even understand how could anyone come up with such a terrible idea in the first place.
I'm torn on premium ammo, it does use materials generally more useful in engineering and synthesising other items, but if you don't care about engineering (as some people don't put the considerable time into it that it takes), want or need the damage increase it offers, it's a useful, if expensive option!

There are situations when certain enemies are too strong for or dying too slowly from your standard ammunition, at which point premium ammunition is useful...

It's a similar risk Vs reward system to that used in the Stalker games - you can use the standard ammunition or the more powerful premium ammunition in them, however that premium ammunition is literally the main currency in the game, so you only use it in emergencies or if you have more credits than sense! 😯😂😀🤘 .
 
I have what might be considered a related question; when I use a Standard or Premium SRV Repair, chip some damage off of that, and then return to the ship, does that mean my SRV hull has reverted to Basic quality the next time I deploy the SRV?
 
It is a great idea...
I'm torn on premium ammo, it does use materials generally more useful in engineering and synthesising other items, but if you don't care about engineering (as some people don't put the considerable time into it that it takes), want or need the damage increase it offers, it's a useful, if expensive option!

There are situations when certain enemies are too strong for or dying too slowly from your standard ammunition, at which point premium ammunition is useful...
Having to do a boring grind for materials only to be able to use the same quality ammo as your opponent is the polar opposite of fun.

In the competitive environment of an online multiplayer game every design decision that goes against the 'level playing field' principle is a terrible idea, be it a boring grind imposed on you or making some useful ingame equipment accessible only to the lucky few (CG multis not available at tech brokers, anyone?).
 
Having to do a boring grind for materials only to be able to use the same quality ammo as your opponent is the polar opposite of fun.

In the competitive environment of an online multiplayer game every design decision that goes against the 'level playing field' principle is a terrible idea, be it a boring grind imposed on you or making some useful ingame equipment accessible only to the lucky few (CG multis not available at tech brokers, anyone?).
If you say so, but using it is a personal choice.

It makes things less perdictable (than unknown ship builds and engineering levels already do!), while it's likely that many people forget about or don't even know about premium ammo! 😯😀🤘 .
 
Having to do a boring grind for materials only to be able to use the same quality ammo as your opponent is the polar opposite of fun.

In the competitive environment of an online multiplayer game every design decision that goes against the 'level playing field' principle is a terrible idea, be it a boring grind imposed on you or making some useful ingame equipment accessible only to the lucky few (CG multis not available at tech brokers, anyone?).
I like gathering materials. It's one of the activities in the game I engage in the most. I just wish I could sell ship engineering mats on my carrier.
 
Having to do a boring grind for materials
Nothing is mandatory in the game, and that includes collecting materials. If you consider something to be 'grind', don't do it, surely?
...the same quality ammo as your opponent is the polar opposite of fun.
All part of the rich tapestry of the game. Outside of arranged tournaments, it will be a gamble what your 'opposition' is loaded with.
 
I like making NPCs go boom faster and don't do PVP so couldn't care less about honourable conduct. My favourite ship at the moment is a Phantom with two long range rails and two focused Plasmas, with fuel slug mods and the ship is full of tanks. You can then synth premium ammo and stay in a haz res for several hours without rearming, and then just farm brain trees when mats get low.
 
It's such weird design.

One of MCs limitations are ammo. Cool. cool.
Right so, let's give them the ability to rearm with mats!
Oh wait! Why stop there! Let's give them better bullets!

Lasers: :cry:

The game design from that period is a total hot mess.
 
It's such weird design.

One of MCs limitations are ammo. Cool. cool.
Right so, let's give them the ability to rearm with mats!
Oh wait! Why stop there! Let's give them better bullets!

Lasers: :cry:

The game design from that period is a total hot mess.
Bullets in general are problematic. rails make a lot more sense. I love the sound of freedom being delivered rapidly to the poor encumbered vessel at the center of my screen, but it's really odd to have that in a time of powerful lasers. Still fun though.
 
Having to do a boring grind for materials only to be able to use the same quality ammo as your opponent is the polar opposite of fun.

In the competitive environment of an online multiplayer game every design decision that goes against the 'level playing field' principle is a terrible idea, be it a boring grind imposed on you or making some useful ingame equipment accessible only to the lucky few (CG multis not available at tech brokers, anyone?).
Nothing is mandatory in the game, and that includes collecting materials. If you consider something to be 'grind', don't do it, surely?

All part of the rich tapestry of the game. Outside of arranged tournaments, it will be a gamble what your 'opposition' is loaded with.

For now - I'd settle for an indicator (or an audio warning?) when you scan someone - letting you know if they are premium or not (Preferably in supercruise before engaging them)
 
For now - I'd settle for an indicator (or an audio warning?) when you scan someone - letting you know if they are premium or not (Preferably in supercruise before engaging them)
Indeed or maybe something like, "Irregular weapon signatures detected!" 😯😀 .

While indeed, we should get audio and scan results that give us some indication of the engineering that was done to various ships! 😯😀🤘 .
 
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