Increase Ammo Counts

Probably, but there is an amount that is reasonable to ask for in the interest of game balancing (or whatever semblance of that FDev is prepared to do).

Honestly, though, I'm not interested in infinite ammo, or quintupling what we have now. ~50% is not a huge increase, but it's enough to help weapons stay viable.

So what is wrong with changing load out? Adjusting to the new circumstances? And you already have an ingame option to increase the ammo count...
 
You can already increase clip and ammo capacity, whats the point.
Unless you have the Elmer Fudd syndrome who never runs out of ammo.
So a BIG nay on ammo storage in cargo bays, with magic transfers to gun magazines.
 
So what is wrong with changing load out? Adjusting to the new circumstances? And you already have an ingame option to increase the ammo count...

You could change your loadout, and let ships take even longer to kill. It doesn't solve the problem, it only moves it. Hi-Cap engineering also moves the problem. With Hi-Cap, you can kill one or two more ships than you can with Overcharged, but then your time to kill each ship is increased. Someone who likes four cannons on a DSB, for example, is still not going to get far with 240 shots at unaltered damage. With a modest increase to ammo, 180 Overcharged shots or 360 Hi-Cap shots would do pretty well.

Yes, you could also add in lasers, but with resistances factored in, lasers are just all around poor weapons. Overcharge them and their damage will drop off after 500-600 metres, or long range them and have poor damage at all ranges. They're nice for utility, but when each target is taking longer to kill, taking more lasers on your ship is just acquiescing to the gradual unbalancing of the game and accepting a longer grind. I use lasers, but I use them sparingly, especially playing in Open.

I see no good reason yet to reject an increase of ammo amounts by a modest portion.
 
You could change your loadout, and let ships take even longer to kill. It doesn't solve the problem, it only moves it. Hi-Cap engineering also moves the problem. With Hi-Cap, you can kill one or two more ships than you can with Overcharged, but then your time to kill each ship is increased. Someone who likes four cannons on a DSB, for example, is still not going to get far with 240 shots at unaltered damage. With a modest increase to ammo, 180 Overcharged shots or 360 Hi-Cap shots would do pretty well.

Yes, you could also add in lasers, but with resistances factored in, lasers are just all around poor weapons. Overcharge them and their damage will drop off after 500-600 metres, or long range them and have poor damage at all ranges. They're nice for utility, but when each target is taking longer to kill, taking more lasers on your ship is just acquiescing to the gradual unbalancing of the game and accepting a longer grind. I use lasers, but I use them sparingly, especially playing in Open.

I see no good reason yet to reject an increase of ammo amounts by a modest portion.

So what else should we fix with a modest change? there is always going to be things that can be fixed by a modest buff here and there, and the round and round we go with modest buffs to increase performance.

And most of your reasons fall flat due to the stubbornness of refusing to change your game style... because it is "slower", but it isn't, if you factoring in travelling to the station to re-arm, or the time to collect materials for synthesizes, these are the OPTIONS, you have to choose.


1. Stay longer in conflict zones, and kill stuff slower, but do not need to spend gathering material for synthesizes or go back and forth to re-arm.
2. Kill stuff faster, but have to spend time to collect materials and/or go back to the station to re-arm


It is all about choices, you have choosed a loadout, and now you refuse to change it, because of lazyness. My PvE Corvette was a pure Laser loadout, because of pure staying power... I could stays for hours in a Conflict zone, or pirate hunting, etc, etc. Did I kill the most efficient way? No, but I did not need to go re-arm all the time, as my friend with a mixed loadout. And in the end, I made more credits with this build. It is about choices,
 

Lestat

Banned
So what else should we fix with a modest change? there is always going to be things that can be fixed by a modest buff here and there, and the round and round we go with modest buffs to increase performance.

And most of your reasons fall flat due to the stubbornness of refusing to change your game style... because it is "slower", but it isn't, if you factoring in travelling to the station to re-arm, or the time to collect materials for synthesizes, these are the OPTIONS, you have to choose.


1. Stay longer in conflict zones, and kill stuff slower, but do not need to spend gathering material for synthesizes or go back and forth to re-arm.
2. Kill stuff faster, but have to spend time to collect materials and/or go back to the station to re-arm
You should read some of OPs Excuses in the earlier posts. It quite funny.


It is all about choices, you have choosed a loadout, and now you refuse to change it, because of lazyness. My PvE Corvette was a pure Laser loadout, because of pure staying power... I could stays for hours in a Conflict zone, or pirate hunting, etc, etc. Did I kill the most efficient way? No, but I did not need to go re-arm all the time, as my friend with a mixed loadout. And in the end, I made more credits with this build. It is about choices,
What funny. It likes gambling if you stay out too long.
 
.
I do. I don't want FD to build yet another crutch. I'd rather have them fix the actual problem: over the top engineering and its effects.
.
That's good sense, right there. That's why I was sure to mention that this ammo increase would be the best fix in lieu of a total rebalance. Sadly, I don't expect FDev to dedicate time to a rebalance in the near future. An ammo increase would be a good, though temporary, fix. I won't disagree, however, that a thorough rebalancing of ships and modules is the best recommendation.

It is all about choices, you have choosed a loadout, and now you refuse to change it, because of lazyness. My PvE Corvette was a pure Laser loadout, because of pure staying power... I could stays for hours in a Conflict zone, or pirate hunting, etc, etc. Did I kill the most efficient way? No, but I did not need to go re-arm all the time, as my friend with a mixed loadout. And in the end, I made more credits with this build. It is about choices,

You might have missed the part where I mentioned playing in Open. An-all laser Corvette sounds pretty lazy to me, but I think we should be able to use any build we like and maintain some viability as ships' health pools inflate. The solution must not be "just play the game the way I play it."


In contrast, I really don't understand what is "lazy" about using fixed cannons or multi-cannons or plasmas, or about wanting to use those weapons a little longer between restocks. No one is asking for infinite ammo here, or any damage buff. Again, it's not game-breaking.
 
HP bloat is a real issue that plagues lots of games; in retrospect, it shouldn't be surprising that ED is suffering from it. It basically started with shield booster stacking; engineering exacerbated the situation to a ludicrous degree.

Why do you think Fdev came up with things like reverb cascades? Because they knew they'd created a monster and had to do SOMETHING to keep it in check.

Of course, if missiles and torps didn't suck to begin with we might not have quite the same problem...
 
A dedicated ammo rack with different types of ammo and ability to switch to deferent type of ammo. EMP for shields, armor-piercing for hull, and high explosive for module damage.
That would make cannons a more valuable weapon.
 
Back
Top Bottom