Global Increase to Total Ammo

Pretty self-explanatory, IMO every weapon should have a larger pool of ammunition in reserve. I'm thinking somewhere between 25%-50% increase, probably less for missile racks (torpedoes should be unaffected).
For the most part my reasoning comes from having run out of ammo in nearly every friendly 1v1 (large v large especially), and in most cases both ships still had reasonable amounts of shielding left.

Now, I know that high capacity is an available mod, but that wouldn't help the problem; you're just slinging more rounds to get a ~50% increase in overall DPS in double the time (Note: compared to overcharged). That really isn't viable for fighting, where being able to deal more damage in a quicker frame of time is vital - especially in PvP. [Obligatory "PvP in the sense of two or more pilots flying ships specifically geared to fight other human pilots, NOT murderhoboing, etc."]
 
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I wouldn't mind more ammo for my multi cannons, I really love bounty hunting and my fave loadout is all multis, More ammo would be nie :)
 
I wouldn't mind more ammo for my multi cannons, I really love bounty hunting and my fave loadout is all multis, More ammo would be nie :)

I find myself split on this. On the one side I like the thought that there might be more ammo, but on the other the Multi-cannon isn't supposed to be sprayed like the heavy cannons carried by Jesse Ventura in Predator. There is this need to learn how to conserve ammo and learn how to control fire at targets. More ammo -- while satisfying -- doesn't always teach control fire...
 
Pretty self-explanatory, IMO every weapon should have a larger pool of ammunition in reserve. I'm thinking somewhere between 25%-50% increase, probably less for missile racks (torpedoes should be unaffected).
For the most part my reasoning comes from having run out of ammo in nearly every friendly 1v1 (large v large especially), and in most cases both ships still had reasonable amounts of shielding left.

Now, I know that high capacity is an available mod, but that wouldn't help the problem; you're just slinging more rounds to get a ~50% increase in overall DPS in double the time (Note: compared to overcharged). That really isn't viable for fighting, where being able to deal more damage in a quicker frame of time is vital - especially in PvP. [Obligatory "PvP in the sense of two or more pilots flying ships specifically geared to fight other human pilots, NOT murderhoboing, etc."]

I would like the addition of an optional ammo store module to the game.
It would balance itself I think, because you cannot fit extra armor or shield related modules where you put an ammo store.
 
We already have ammo synthesis to address this.

I'm beginning to think this request is either being thrown out by people that don't have the Horizons Season Pass. Or worse, they don't want to give up their precious hoards of materials for synthesis.

This seems especially true that @Iskariot is revisiting the ammo module that was suggested a few weeks ago.
 
I'm beginning to think this request is either being thrown out by people that don't have the Horizons Season Pass. Or worse, they don't want to give up their precious hoards of materials for synthesis.

This seems especially true that @Iskariot is revisiting the ammo module that was suggested a few weeks ago.

The OP talks about the High Capacity mod, so that presumably means they have Horizons.
I think it's simply that people want something for nothing, rather than having to gather mats for synthesis.

Edit:
That's a big yes.
 
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I find myself split on this. On the one side I like the thought that there might be more ammo, but on the other the Multi-cannon isn't supposed to be sprayed like the heavy cannons carried by Jesse Ventura in Predator. There is this need to learn how to conserve ammo and learn how to control fire at targets. More ammo -- while satisfying -- doesn't always teach control fire...

When I'm landing 85%+ of my shots (particularly PAs & fixed cannons), and shields are still up after all my ammo is gone.... something ain't right
 
We already have ammo synthesis to address this.

Yeah, syntheses that are cancelled upon taking damage, and the amount time spent gathering enough mats to refill all of your guns while also managing your inventory of other necessary mats isn't worth the result
 
When I'm landing 85%+ of my shots (particularly PAs & fixed cannons), and shields are still up after all my ammo is gone.... something ain't right

if that's going on, it's not an issue with the Multicannons, it's a sign you either 1. Have the wrong modifications, or 2. you're using the wrong weapons in the situation.

Yeah, syntheses that are cancelled upon taking damage, and the amount time spent gathering enough mats to refill all of your guns while also managing your inventory of other necessary mats isn't worth the result

You are aware synthesis is like the AFMU -- neither of them are meant to be used in combat. Perhaps you need to clear out for a little bit to use it before coming back into the fight.
 
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While ammo could probably use an increase (especially on some weapons), the real problem is how out-of-control min-maxed defenses have become. The survivability of engineered ships, shields specifically, really needs to be addressed. Once that's dealt with, that would be the time to take a look at ammo.
 
if that's going on, it's not an issue with the Multicannons, it's a sign you either 1. Have the wrong modifications, or 2. you're using the wrong weapons in the situation.

I know full well what mods I'm using and why; and it's more to do with ships' defenses being so good. In terms of what the mod blueprints say is the max possible value, high capacity has the highest damage output, due to having double the amount of ammo being used; therefore giving double total damage. Using my Corvette setup as reference, the shield strength difference between modded and stock is x2.08, and that's ignoring any resistances (in this case, kinetic is 2.5 times as strong and thermal is 4.12 times stronger). So this leaves the option to either nerf shields or give everything more ammo to deal with said shields; and I think we all know which one will be more readily accepted.

You are aware synthesis is like the AFMU -- neither of them are meant to be used in combat. Perhaps you need to clear out for a little bit to use it before coming back into the fight.

I never said they were (though I have seen AFMUs used well in combat). And the entire purpose of this idea was to make it so it's not necessary to leave mid-fight to go and restock.
 
Ammunition and effective HP have not scaled properly with engineering, and now with synthesis cancellation with incoming damage, its exceptionally tedious if not impossible to get a synth off. As a result, people are somewhat forced away from the builds they have engineered and grown to love for a long time and replace a lot of it for lower dps and lower DPE weapons that do have unlimited ammo and sadly increase the TTK and make the game overall less varying in observed engineering builds and play styles.
 
When I'm landing 85%+ of my shots (particularly PAs & fixed cannons), and shields are still up after all my ammo is gone.... something ain't right

Yes... as I said in another thread covering something similar... Perhaps you're using a monkey wrench to hammer in a nail...
 
Yes... as I said in another thread covering something similar... Perhaps you're using a monkey wrench to hammer in a nail...

Plasma is the effective tool shed of damage. Nothing does more effective damage than plasma. So once again, exceptionally incorrect application of an analogy out of context.
 
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