Utility mount - Ammo bay

So when your bounty hunting for a couple hours at a time returning for ammo can get a little tedious, just wondered what other pilots thought about a utility mount that allows you to hold extra ammo, obviously at some penalty to your ship for example it would be pretty heavy if it was full of extra ammo.

Lately I've only been using lasers to avoid having to dock to rearm.
 
Have you ever actually loaded a firearm? Having a bunch of rounds in a cargo space, is not the same as having them available to load, or indeed being able to load them.
 
Sounds good to me. I'd be more inclined to use the heavier ordinance if it didn't mean constant trips to the corner shop.
 
This one's been through the wringer a few times. Personally I'm not for it without a look at the ramifications of extending kinetic weapon fielding times. Part of the balance in weapon systems of these types is the energy-vs-ammo consideration so changes to ammo loadouts affect this balance directly.
 
I'd like to see this around the same time we can walk around ships and have multi-crewed ships.
Send your copilot down into the cargo bay to fit a new magazine into the multicannons whilst you pilot around hoping that no one attacks you during the re-load...
 
So when your bounty hunting for a couple hours at a time returning for ammo can get a little tedious, just wondered what other pilots thought about a utility mount that allows you to hold extra ammo, obviously at some penalty to your ship for example it would be pretty heavy if it was full of extra ammo.

Lately I've only been using lasers to avoid having to dock to rearm.
lazy gamers again no need the weapons u have are your choice if there ammo weapons then thats the penalty u have to pay no change needed
 
Id rather it be an internal like shield banks are etc, we need the utilities for heat sinks and chaff.

Id also like to see things like AP and HE rounds.
 
Unless you're going to EVA and string and carefully pack belts of ammo, you'd need a feed system - and that's tricky stuff.

I think the tradeoff between beam/energy weapons and "infinite" ammo versus projectiles' physical impact and limited ammo is fairly well reflected in the game-play as it stands. If you're going on a long hunt, take beams. If you're taking something for occasional high impact use, take projectiles. I hope in 1.3 they make missiles actually dangerous again, the idea of projectiles that carry their own propulsion dates back to the Congreve rocket and it works, except in Elite Dangerous.

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Id also like to see things like AP and HE rounds.

You mean like frag cannon versus cannon versus multicannon?

HE is designed for use against infantry in open; probably doesn't make much sense for ship to ship combat.
 
I'd really rather see some weapons, or at least one weapon(the frag cannon) just plain old looked at from a duration standpoint.

The Frag cannon is laughable against shields, and you have to be more or less point blank to make it worthwhile against the hull--it is quite a damaging weapon when employed this way, though. Problem is, combining its high rate of fire with its paltry 30 round clip, it's a weapon that is the very definition of spray and pray with a deployment duration defined by ammo management. In my opinion, ammo supply alone is what keeps this weapon in the outfitting bay and off of many ships.

Cannons and Plasma accelerators sporting a hundred rounds makes them something that has to be monitored, but you generally will be able to get some seat time out of them at least. While it'd be handy to have more, I'm not sure it's entirely necessary. Multi Cannons have enough ammunition to hit a RES zone for well over a half hour, so this seems like a fair trade off for their superior anti-hull capabilities.
 
I think ammo bays must be implanted. It just can`t be another way, if we have free space in our ship why don`t take more ammo? Just need some devise to deliver that ammo to reload mechanism. Even if there will be risk what ammo rack will be damaged and explode i think someone( i am included) will find that usefull.
Also i think what kinetic weapons must be rebalansed.
I tried multi cannon, frag cannon and railguns for bounty huntyng for a while and can say what ammo is running out to fast. Railguns have many adventages over beams becose they can effectivly use to both disrupt shields and damage modules but thay not only use significant amount of energy per shot but also have only 30 ammo what usualy spend over 2 minutes. Frag cannon do decent damage very fast but it also have only 30 ammo and it run of ammo even faster less then minute. So only reasanable choose from those is multi-cannon becose: first, it drows less energy then railgun and can be fired almoust anytime without overheat, second, it have 2100 bullets so to shot full clip of 90 it takes around 7 ceconds, that means what it takes around 3 minutes of constant fire to run out of ammo!
 
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