The increase of ammunition decision

Hi to players and developers. I play Elite Dangerous already for a long time and I am tormented by one question. Whether there will be an increase in units of fire of the kinetic weapon ? In my opinion it is a serious problem which forces players to refuse the kinetic weapon. Over time bothers to hunt or conduct a battle one lasers and occasionally to use other weapon.


I offer the following versions of the decision:


1. Cargo = ammunition. On station it would be possible to buy units of fire as freight, to enter the mechanism of a recharge of a unit of fire, also in this case it would be possible to buy some special shells for any type of the weapon, it would be very interesting. It would be possible to find rare shells in unknown sources and so on...


2. To enter into game lasers of blue, violet or purple color, depending on a class, power, energy consumption and a thermal emission

P.S.
I apologize if my text badly is understood, I from the Russian Federation also used exclusively school knowledge of English
I didn't try to find similar subjects, I created the subject again to bring up this question if that already was
 
I find no issue with having to go to a port and reload. It gives me a chance to cash in vouchers, do some possibly needed repairs and maybe even go use the head or refresh my beverage. lol

In real life ammunition is limited on all platforms. So must it be in Elite.
 
To bring ammo as cargo sounds legit. However to reload should require more that just a click on a button. Maybe this is a feature later in the game.
 
Frankly, there should be a sticky about the whole ballistic weapons balancing.

Because at the moment, no one has any specific reason to use anything but the pew and the pew.

Some weapons are so fun to use they had to limit the number of rounds in the ship so much it is ludicrous.
 
IMO, kinetic weapons should use less power / generate less heat than laser/pulse weapons.

As it stands, there's a huge upside to laser/pulse weapons - almost infinite firing - with very little downside. If kinetic weapons used less power and ran cooler, then you could have a nice trade-off between their limited ammunition and better power/heat management. They'd be used by anyone with power issues (my Vulture... my Scout...my Viper..) and you could use alternating fire groups while you're waiting for your lasers to recharge/cool or your kinetic weapons to reload.
 
My real beef with weapons are with explosives. Missiles and torpedoes have a pitiful ammo count, do pitiful damage, and have an insane amount of heat generator...and power draw too I think? And they're not even gratifying to use. I can deal with low damage or low ammo count, but not both...no one will use these weapons until this is addressed.
 
I am for a module that would allow you to refill your ammo:
- You would get the option to refill the ammo in the last panel, and it would take time (like when you reboot/repair)
- Class 1 allows one refill, class 3 allows 2, class 5 allows 3

And for those who did not get why some weapons have low ammo, and why an option to refill on the field is highly desirable:
- Some weapons are highly efficient, but specific to single encounter like it happens in PvP (frag cannon for instance)
- For single encounter, low ammo is fine since higher ammo would get them somehow overpowered
- Not everybody does only PvP, hence most of these weapons are not used in PvE
- A refill that would take time would give no advantage during a PvP, hence not overpowered.
 
IMO, kinetic weapons should use less power / generate less heat than laser/pulse weapons.

As it stands, there's a huge upside to laser/pulse weapons - almost infinite firing - with very little downside. If kinetic weapons used less power and ran cooler, then you could have a nice trade-off between their limited ammunition and better power/heat management. They'd be used by anyone with power issues (my Vulture... my Scout...my Viper..) and you could use alternating fire groups while you're waiting for your lasers to recharge/cool or your kinetic weapons to reload.

That is exactly how it is now. Plus there is the added consideration that kinetic weapons do more hull damage than energy weapons, while energy weapons are more efficient against shields. Balance between the weapon types is multi-layered including ammo count.
 
My real beef with weapons are with explosives. Missiles and torpedoes have a pitiful ammo count, do pitiful damage, and have an insane amount of heat generator...and power draw too I think? And they're not even gratifying to use. I can deal with low damage or low ammo count, but not both...no one will use these weapons until this is addressed.
AFAIcould test, regular seeker missiles do not consume energy. As for the heat, launching 4 at at time, up to 16, I could never get my Cobra with rank A power plant to overheat.

They can be successfully used once your target shield drops, and if it does not have point defense or ECM, it's only a matter of time until he dies if you launch continuously missiles at him.

I'd like to see them slightly more powerful but, the day your shield drops and your opponents (player) fires missiles continuously at you, you might realize it's better not to have them too powerful.

The thing to keep in mind is that these are small missiles, so yes, a class 3 (or above) weapon should do more damage output. I understand the choice of not having huge missiles, able to one shot you, from a gameplay perspective.

One may say that still, we need huge torpedos/missiles to take down big ship and that is somehow what c3 and c4 plasma accelerators are made for.

I, however, don't understand why we do not have in game c3 and c4 missile launchers, with more ammo, same fire rate, same damage output, since these would not be overpowered anyway.
 
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AFAIcould test, regular seeker missiles do not consume energy. As for the heat, launching 4 at at time, up to 16, I could never get my Cobra with rank A power plant to overheat.

They can be successfully used once your target shield drops, and if it does not have point defense or ECM, it's only a matter of time until he dies if you launch continuously missiles at him.

I'd like to see them slightly more powerful but, the day your shield drops and your opponents (player) fires missiles continuously at you, you might realize it's better not to have them too powerful.

The thing to keep in mind is that these are small missiles, so yes, a class 3 (or above) weapon should do more damage output. I understand the choice of not having huge missiles, able to one shot you, from a gameplay perspective.

One may say that still, we need huge torpedos/missiles to take down big ship and that is somehow what c3 and c4 plasma accelerators are made for.

I, however, don't understand why we do not have in game c3 and c4 missile launchers, with more ammo, same fire rate, same damage output, since these would not be overpowered anyway.

Shields and point defence are major obstacles to overcome, not to mention you can even shoot seekers out of the sky, chaff them, presumably lose them with heat sinks....they should do a good chunk of damage. I have never feared a missile more than I have any other weapon.
 
One and only problem I have with ammo-dependent weapons is this:
From "Elite: Dangerous 1.3 - Powerplay Changelog"
...
Tweaked ammo amounts for multicannon and rail gun.
...
Never saw any changes for rail guns. And sometimes I wish I could get out of my ship, jump on that NPC Asp, tear off it's rail guns and mount them on my ship )))
Medium rail gun should have 50 rounds! Same as Dumbfires class 2 has more ammo than class 1.

1. Cargo = ammunition. On station it would be possible to buy units of fire as freight, to enter the mechanism of a recharge of a unit of fire, also in this case it would be possible to buy some special shells for any type of the weapon, it would be very interesting. It would be possible to find rare shells in unknown sources and so on...
I don't think it will happen. Because it'll boost only multirole and big ships. Small/Medium combat ships usually don't have cargobays.

2. To enter into game lasers of blue, violet or purple color, depending on a class, power, energy consumption and a thermal emission
Good idea, but only for weapons with modifications, "Low heat" and "Overcharged" options.
 
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Shields and point defence are major obstacles to overcome, not to mention you can even shoot seekers out of the sky, chaff them, presumably lose them with heat sinks....they should do a good chunk of damage. I have never feared a missile more than I have any other weapon.
Chaff do not counter missiles once they have been fired. Only the lock in you HUD is lost and you cannot fire more missiles.
Heat sink are efficient, and so are point defense or ECM. All of them use a utility slot. Very few players use them.
You have never feared missiles because have never faced a player using them. Once your shield has dropped, and while the player keeps shooting at you with regular weapons, adding some missiles fired continuously means your death (plenty of great videos showing Pythons fighting with 3x lasers + 2x missiles).

I still want an ammo refill feature on the field, and slightly (like 25% only...and yes, I did test missiles seriously) more damage to missiles.
 
As it stands, there's a huge upside to laser/pulse weapons - almost infinite firing - with very little downside. If kinetic weapons used less power and ran cooler, then you could have a nice trade-off between their limited ammunition and better power/heat management.

it may vary, but there is indeed difference. between beam and cannon, for example, it's huge (thus both together are really a great match). pulses on the other hand are a bit 'op' (as in 'too cheap to fire')

so ammo limitation could benefit from some tuning but it's still a very reasonable balancing factor imo.

it's also situational. ammo weapons are best suited for pvp (short and intense encounters) while lasers are best for pve (keep grinding forevah). my favorite weapon these days is the rail-gun and the 30 shot limitation is indeed a chore, but i fully understand it's a necessary balance and have no problem with having to dock for a reload every so often. then again i would not bring them to a res.
 
Frankly, there should be a sticky about the whole ballistic weapons balancing.

Because at the moment, no one has any specific reason to use anything but the pew and the pew.

Some weapons are so fun to use they had to limit the number of rounds in the ship so much it is ludicrous.

This is only true for purely pve situations, and then only really for RES farming because people don't want to leave the instance when they have good spawns. For pvp Kinetics and rails are definitely useful. I like the idea of a reload module with a substantially longer timer, would help at least.

Also, upping missile damage would at least mean people would have to consider using point defense again. In turn that would mean slightly less shield booster stacking which would be a good thing.
 
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My real beef with weapons are with explosives. Missiles and torpedoes have a pitiful ammo count, do pitiful damage, and have an insane amount of heat generator...and power draw too I think? And they're not even gratifying to use. I can deal with low damage or low ammo count, but not both...no one will use these weapons until this is addressed.

I love missiles, use them all the time, and they do great damage.

The caveats are missiles totally suck against shields - but that's fine. Use thermal weapons for shields and missiles will really do quite well.

Would I like a tad more ammo count for missiles? Yes, obviously. Would I like missile power use to be lower? Yes, as it seems odd that self propelled missals need anything more than a power source to trigger the ignition

I find them immensely gratifying to use and against small ships all the way to anacondas, have no issue doing damage with them once my lasers bring down shields.
 
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