FDev exploiting premium materails from their CMDRs

It's a valid complaint. Since us, who actually use premium rounds from time to time, still use regular ammo 99% of the time, the reloading of weapons becomes a part of the routine-clicking of the three buttons when you dock. It would be rather simple for the game to either have a clear visual on the restock button telling you you're currently armed with enhanced rounds or by creating a pop-up confirmation if you have premium ammo in your weapons.
 
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Maybe a warning could be added when you restock that it will replace any synthesised ammo, so that you don't inadvertently do this (warning only shows if you currently have synthesised ammo loaded). Then you can just reload other weapons - this should prevent doing this accidently. It's certainly worth making a suggestion or raising a bug to ask FD to look at this? Has this been done? :)
 
on the other hand, if you want to rearm most Gatling regardless of if they are ended or endless belt, it normally entails replacing the whole belt with a new belt, so the logic is actually fine.

what you do post clay pigeon shooting with a comparatively small number of cartrages is not even remotely comparable.

Fair point. Perhaps multicannon should be different to weapons like the PA? Either way a warning would be nice?
That said if it works like you say then a rearm should cost the same regardless of if fired off 10 rounds or 1000? Also perhaps you should just lose the loaded belt of premium ammo not the job lot?

As for removing premium ammo all together, it would not bother me! Personally if FD want damage boosts in game I would rather it be by having skilled technicians or gunmen or mechanics as crew rather than recipies for special ammo which money can't buy. But we have what we have and I doubt FD will remove it
 
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Fair point. Perhaps multicannon should be different to weapons like the PA? Either way a warning would be nice?
That said if it works like you say then a rearm should cost the same regardless of if fired off 10 rounds or 1000? Also perhaps you should just lose the loaded belt of premium ammo not the job lot?

As for removing premium ammo all together, it would not bother me! Personally if FD want damage boosts in game I would rather it be by having skilled technicians or gunmen or mechanics as crew rather than recipies for special ammo which money can't buy. But we have what we have and I doubt FD will remove it

cost wise there is little extra, as like in real life, the armours would process the removed belt thus all the unused rounds would go into new belts, thus the cost would be 10 round plus the nominal fee of changing the belt and adding the 10 rounds to the old belt, given for example most endless belts used in Gatling type guns have unused rounds from the delay between trigger release and spin-down, so e.g. on an A-10 if you pressed and released the firing trigger 20 times expending all inventory ammo, there would still be 19 groups of unused rounds on the belt, with each group accounting for between 9 and 25 rounds, which equate to the spin-down when the electric primor is not fired but the rounds are still cycled in and out of barrels as it slows to a stop.

given ammo supply is seemingly standardised across huge swaths of space, so your only exchanging like for like "standardised" ammo at stations, i.e. exchanging 990 rounds for 1000 rounds.


while it is a fair point a warning of premium ammo vs. standard ammo, so is remembering that stations should only supply standard ammo, and that hitting the resupply all button is optional, given you can individually supply weapons on another page.
 
I reckon it's a technical issue. It bears no logic that is for sure. If I go clay pigeon shooting and use half a belt of cartridge, when I come home I replace what I used. It don't bin what I had left and crack open a new box each time.... Fuel, maybe I could get behind but even then a warning "you will lose your high octane superfuel if you fill up here as it's not mixable" should be inorder

Not that this any deciding factor but thats what the bar visual shows. It doesnt show the whole bar getting changed. But that wont change the lost materials that people lose daily over this. THe SRV part is the worst or it. If I have 200% fuel efficiency, 100% extra hull strength, and 30 % extra damage on my SRV I cant fly through the mail slot.
 
You would think that programming a tracker in the codeing to simply track the ammo seperately wouldn't be overly difficult, but I'm not a programmer. Might be impossible if the framework isn't cooperative.

Btw, adding ammo to the end of a belt is easy as hell, for any belt fed gun. As a door gunner for the 160th, I can assure you of this fact. The high speed feeders for the minigun require specialized tooling, but its still an easy fix. A regular belt fed, such as the open bolt MG's (M249 SAW, M-60, M-2) are doable by hand, no tools required. So no, you wouldn't just replace the whole belt because you fired off half your ammo. Just lock a new belt on to the end.

Also, spare ammo rack optionals would be f'n fantastic.
 
You would think that programming a tracker in the codeing to simply track the ammo seperately wouldn't be overly difficult, but I'm not a programmer. Might be impossible if the framework isn't cooperative.

Btw, adding ammo to the end of a belt is easy as hell, for any belt fed gun. As a door gunner for the 160th, I can assure you of this fact. The high speed feeders for the minigun require specialized tooling, but its still an easy fix. A regular belt fed, such as the open bolt MG's (M249 SAW, M-60, M-2) are doable by hand, no tools required. So no, you wouldn't just replace the whole belt because you fired off half your ammo. Just lock a new belt on to the end.

Also, spare ammo rack optionals would be f'n fantastic.

As a door gunner for the 160th, one would think you would know the minigun, M249, M-60, M-2 etc are definitely NOT comparable in size to ED ship guns, and what works and is convianinat with man portables like the M249, M-60, M-2 as far as belts doesn't carry up to larger weapons, with large recirculating magazines, or that use beltless or endless belt.

what next, how the M-16 is comparable in oporation to M256 and other Rheinmetall smoothbore's on MBT's :rolleyes:

[video=youtube;LZvcPwpPaSM]https://www.youtube.com/watch?v=LZvcPwpPaSM[/video]
 
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As a door gunner for the 160th, one would think you would know the minigun, M249, M-60, M-2 etc are definitely NOT comparable in size to ED ship guns, and what works and is convianinat with man portables like the M249, M-60, M-2 as far as belts doesn't carry up to larger weapons, with large recirculating magazines, or that use beltless or endless belt.

what next, how the M-16 is comparable in oporation to M256 and other Rheinmetall smoothbore's on MBT's :rolleyes:

https://www.youtube.com/watch?v=LZvcPwpPaSM

I think you are comparing the wrongs sides of the argument. His explanation was only to show the ease of adding bullets to the end of a belt. Not that we have bullets 1200 years in the future that is compatible with current, modern tech. People just want to correct even if its not even important part of the argument. SMH
 
I think you are comparing the wrongs sides of the argument. His explanation was only to show the ease of adding bullets to the end of a belt. Not that we have bullets 1200 years in the future that is compatible with current, modern tech. People just want to correct even if its not even important part of the argument. SMH

:rolleyes:
 
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Was merely saying that you can add ammo to current belts and this is over a thousand years in the past according to the game lore. Having it keep track of the 500/1000 premium rounds and making the second half of the ammo belt normal rounds after you reload would be, in my humble opinion, more sensible. Also, do you honestly expect that the future we can fly across the whole damn galaxy but cant figure out a way to bolt some ammo belts together inside the same hangar bay that is used to completely rebuild your ship?

Anywho, these are mostly QoL issues that we can hope get addressed in the coming year.
 
Defo need an indication of what weapons are currently stocked with synth when in the individual rearm menu. Good shout for this one.
 
From the premium ammo bug and this, I strongly suspect that premium ammo is implemented as a buff on the weapon, not the ammo. If that's the case, it means that it's not possible for the game to know that half the bullets in the belt are normal and the other half premium - your cannon just has the premium ammo buff until the bullets run out. It also means that when you restock ammo on a station while you still have bullets left, the game needs to decide to either leave the buff in or take it out. The premium ammo bug was the result of deciding to leave the buff in, what OP is seeing the result of taking it out.
 
From the premium ammo bug and this, I strongly suspect that premium ammo is implemented as a buff on the weapon, not the ammo. If that's the case, it means that it's not possible for the game to know that half the bullets in the belt are normal and the other half premium - your cannon just has the premium ammo buff until the bullets run out. It also means that when you restock ammo on a station while you still have bullets left, the game needs to decide to either leave the buff in or take it out. The premium ammo bug was the result of deciding to leave the buff in, what OP is seeing the result of taking it out.

AND we could have premium ammo lasers crystals...
 
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