Cargo rack for extra munitions

Perhaps not, but given the paper-thin ships you find in a haz res, that's a lot of time you'd have to spend in there before an FDL runs out of ammo. I can easily get mine through a medium CZ, including taking out the tougher spec ops ships without resynthing. I don't think the devs will want to create a module that supports such a limited style of gameplay.
‘A lot of time’ is a subjective view. I used to run out of ammo every 20 mins or so in high intensity CZ’s, especially when taking out Cutters.

Also, why do you think the idea of an ammo store presents a ‘limited style of gameplay’? How would it be any more limited than what we have now?
 
‘A lot of time’ is a subjective view. I used to run out of ammo every 20 mins or so in high intensity CZ’s, especially when taking out Cutters.

Also, why do you think the idea of an ammo store presents a ‘limited style of gameplay’? How would it be any more limited than what we have now?
I've done high intensity CZs in an FDL, only one resynth was needed. It's easy enough to find space to do that for all 5 MCs (the huge tends not to need it though, even with corrosive). Isn't 20 minutes pretty much the end of the battle anyway?

I only say limited as the only possible use I see is for someone spending their whole gameplay session in a RES. It doesn't seem like something the devs would want the game to be. You'd also remove the one big advantage of lasers over incendiary multis/frags in this situation.
 

Lestat

Banned
I've done high intensity CZs in an FDL, only one resynth was needed. It's easy enough to find space to do that for all 5 MCs (the huge tends not to need it though, even with corrosive). Isn't 20 minutes pretty much the end of the battle anyway?

I only say limited as the only possible use I see is for someone spending their whole gameplay session in a RES. It doesn't seem like something the devs would want the game to be. You'd also remove the one big advantage of lasers over incendiary multis/frags in this situation.
See we are dealing with a group of players who use only Ammo base weapons and follow the art of wasting ammo and want that I win feature with no effort required. I use Synthesis and have 70 plus refills But it requires effort.
 
See we are dealing with a group of players who use only Ammo base weapons and follow the art of wasting ammo and want that I win feature with no effort required. I use Synthesis and have 70 plus refills But it requires effort.
Considering the content of your posts (including your one quoted above), I have a hard time believing you put any effort into anything @Lestat.

You certainly don’t appear to think before posting. If you did, you’d realise how lazy your comment is.
 
I've done high intensity CZs in an FDL, only one resynth was needed.
But you did find it the ability to reload in the field useful, right?

Remember - synthesis is only available to Horizons players.

It's easy enough to find space to do that for all 5 MCs (the huge tends not to need it though, even with corrosive).
Isn't 20 minutes pretty much the end of the battle anyway?
In a CZ, yes. But what about HazRes's? Especially in Open during a CG.

I only say limited as the only possible use I see is for someone spending their whole gameplay session in a RES. It doesn't seem like something the devs would want the game to be. You'd also remove the one big advantage of lasers over incendiary multis/frags in this situation.
How do you know what the devs want the game to be?

If someone wants to do something (such as stay in a combat area for as long as possible) in a game as open and diverse as this, why shouldn't they be allowed to do that?

You'd also remove the one big advantage of lasers over incendiary multis/frags in this situation.
An ammo store wouldn't give you unlimited ammo, just more longevity.
 
See we are dealing with a group of players who use only Ammo base weapons and follow the art of wasting ammo and want that I win feature with no effort required. I use Synthesis and have 70 plus refills But it requires effort.
I have to reply to the quote above again because it is so ignorant, I believe it deserves a full deconstruction.

Let's begin:

See we are dealing with a group of players
What group of players is that @Lestat? Would that be any player whose play style differs from yours, by any chance?

who use only Ammo base weapons
Who says they only use Ammo based weapons? I use combination of ammo based weapons and lasers. I would still find this feature useful.

and follow the art of wasting ammo
Oh yes, because you've proven yourself to be a real sharp-shooter, haven't you @Lestat? :rolleyes:

and want that I win feature
For maybe the 20th time now, what would we 'win' when we press the 'I win' button @Lestat? Still waiting to hear your answer on this one...

with no effort required.
You shouldn't judge other people by your own standards @Lestat.
 
I would like to see something done for ammo, especially on small ships. I have been trying different combinations on an engineered Viper, and if you're running 2x Rails + 2x PA's there is no way you can get to the end of a CZ without running out. Not even close.

Synthesis is an enormous pain to have the materials there, and shouldn't be required just to finish a standard piece of content. Plasma slugs are even worse, as a Viper's fuel tank will run out before the normal ammo would have.

There doesn't seem to be any accurate balance of ammo/damage/fuel at all for small ships.
 
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I would like to see something done for ammo, especially on small ships. I have been trying different combinations on an engineered Viper, and if you're running 2x Rails + 2x PA's there is no way you can get to the end of a CZ without running out. Not even close.

Synthesis is an enormous pain to have the materials there, and should be required just to finish a standard piece of content. Plasma slugs are even worse, as a Viper's fuel tank will run out before the normal ammo would have.

There doesn't seem to be any accurate balance of ammo/damage/fuel at all for small ships.
I think the fault lies with your idea of a CZ build. Two weapons that cause a lot of damage but has limited ammo.
 
I think the fault lies with your idea of a CZ build. Two weapons that cause a lot of damage but has limited ammo.

Not exactly a lot of damage if it takes most of your ammo to kill one NPC ship. This is about balance. A larger ship with Multi Cannons can go much longer without having to reload, and has similar if not better DPS.

I did a CZ last night and was out of Fuel/Ammo after destroying an Anaconda and Asp. That's ridiculous.

4x MC does significantly better than 2x Rail + PAs in that regard, and that is just silly.
 
But you did find it the ability to reload in the field useful, right?
Yes, I used what is in the game currently with the intended effect.

Remember - synthesis is only available to Horizons players.
This isn't your issue though. Combat is going to be tricky for those players anyway- no engineering remember. Potentially dropping the HRP could send them running before a lack of ammo would.

In a CZ, yes. But what about HazRes's? Especially in Open during a CG.
Players having to make a tactical choice based on having a number of options to suit a situation is not a criticism we can make of the game.

How do you know what the devs want the game to be?
Their solution to not having enough ammo was to create a way of synthing more. The proposed module would effectively make this obsolete.

If someone wants to do something (such as stay in a combat area for as long as possible) in a game as open and diverse as this, why shouldn't they be allowed to do that?
I want to instantly interdict and kill any player doing something that harms the BGS of any faction I support. The game requires me to have an appropriate build and the skill to do it for this to happen. You could use that statement to support the removal of ammo limits entirely. This idea is just coming across as power creep now.

An ammo store wouldn't give you unlimited ammo, just more longevity.
How much more? If it removes ammo as a significant concern for someone's build, do you then have to buff lasers to stop them becoming completely unviable? Again I can only see this leading to power creep.

We're not going to agree here, but all I can draw on is my experience is that synthing is rare for me and I have spent most of my gameplay in the last 3 months in ED shooting things. Right now having a possibility of running out of ammo is a tactical decision that influences my build choice. For me it's good that the game makes me compromise in certain areas.
 
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