I have nothing to add but these ammo goblins:
This largely translated to âIf you are a ranged class you donât get to pick up ammoâ in pugs. Couldnât take a single pickup without someone in the team eating me out for ânot managing my resources properlyâ.
L4D and Vermintide 1 basically fixed this by having infinite use ammo piles in designated areas, usually before drop downs or in/before major areas such as holdout defence sections.
I donât see why you couldnât just have a locked imperial weapons cache that opens with the right cipher similar to medicae stations. If you wanted to make it spicy make it so activating them calls a horde you need to fight first before the box opens up because you need to hack into it to gain access or something.
Then to compensate just cut down on ambient ammo tin / bag spawns.
lol so needlessly complex
Leave leftover ammo behind so another player can pick it up.
Iâm using bolter and only need 10 bolts. This is 25% of a big ammo bag. I take the bag but it doesnât despawn but now only has 75% for someone else too loot.
exactly! YES! hell i donât care how complex or not it is, my suggestion was just to make the game feel a little better, but yes this is just my solution without automatically sharing the ammo
keep in mind that, while this is less complex for the developers? needing each player to pick up the left over ammo, is more complex for the players themselves
but i would 100% take this as a very reasonable answer to the ammo goblin problem, i would much prefer ammo just being left behind rather then ammo being yeeted into the literal void by loot goblins
Frame it however you like. As long as the end result is equitable ammo distribution, everyone wins.
i made a build for ogryn that turns him into an ammo goblin just to upset all you veterans
i am the gun man now my ammo
It is true. Part of the reasons is that a lot of players donât know the game well. Iâve seen a lot of machine gun Ogryn killing a horde of Walkers with the gun when he has a knife with him. The knife has amazing cleave if you know the attack pattern. One light followed by one heavy, the light attack gives right-to-left sweep animation followed by heavy attack that gives left-to-right sweep animation with amazing push power. And it is much faster than continuously heavy attack (without light attacks in between) which gives up-and-down attack animation that makes you vulnerable to enemiesâ attacks from the sides.
i use the Mk VI Cleaver because the heavy attacks are only side to side attacks
you should check the attack patterns of each knife, they are all different
what if i donât take a knife? what if my goal is to use a machine gun to kill hoards, and then a heavy single attack melee weapon to kill crushers, or maybe i want to take a shield instead
you cant force people to play the way you want them to, the reason why the skill tree exists is to find unique and fun and different ways of playing
theirs a good reason why i use the achlys heavy stubber, and not the âGrognumâ which allot of people think is just the best for some reason and here is that reason

ammo capacity, plain and simple, the gorgonum will be âoverkillingâ smaller enemies meaning, your waiting damage potential , the Gorgonum is designed to be used against bigger enemies, bosses ogrens etc, while the achlys is more designed for hoard clearing
thatâs kind of why the different MK versions of weapons exist, no one MK is the best overall, it just depends on what you are planning on using it for
and using the wrong MK of weapon for the wrong job will, yeah cause you to either, do a pitiful amount of damage OR you will be consuming too much ammo for the job while overkilling your enemies
typically with the different MK of weapon you have, a low damage, high capacity variant
a mid range variant and a high damage but low capacity variant and you will want to choose the correct one to fill the gaps in your build
I know, and thatâs why I didnât mention the mark because I forgot the name. In fact, Iâm tired of keeping track of all the names in this game.
âWhat if I want to use shieldâ, thatâs out of scope. I provided one example to explain how a player wasting amo for no reason. And I see that a lot. I have no idea how my previous comment makes you think I suggest players not to run other builds. Literally , the idea was âif you can kill things with melee that is as efficient (or even more efficient), there is no need to waste resources (amo for example).â
I really canât like this enough. Iâve thought much of the same thing for a while now, and I think everybody can agree on the empty boxes needing to go.
their are many reasons why an ogryn may choose to use the weapon when a massive hoard of enemies is coming right at you
take a look at my gun ogryn build, notice how, the only way i can get toughens back is by, bracing my heavy weapon, using my ability, and then shooting?
now, put yourself in my shoes, bunch of enemies coming running around like crazy, hitting you, your toughness is getting destroyed, do you A pull our your knife, swing it around a few times, and gain 0 toughness or B pull out your gun, pop your ability and then melt the entire floor of enemies while regaining toughness, single handedly clearing the entire hoard faster then your team could otherwise, protecting your squishy psykers and veterans from taking melee damage etc
maybe they are just taking the knife as a backup?
It turns out I have to be super super clear to explain my comment to you. The reason being you are defending the fact that there are moments when using guns to clear horde is necessary. I donât want to deny that nor I want to explain how melee can be as effective (if not more) because itâs situational and also we all play differently. We all better or worse than others in certain aspects. However, thatâs not my initial comment was all about.
The situation I saw was that there were no real threat. It was a horde of Walkers (perhaps 15 of them), no elites/specials around. Nobody was in danger, the only danger was wasting amo before the real threats come. Basically the guy kept doing that the whole run and ended up taking all the amo and ended up dying too. No amount of amo will help if a player doesnât even have a good judgment to take decent choice or manage resources.
Once again, Iâm talking about the moment that you really donât have to waste amo.
yeah sometimes you donât have to, i will happily âwaistâ ammo if i have tons of ammo and we keep walking past more ammo with no one picking it up, speeds up the mission progression a bit, but their is a fine balance to doing that, obviously you donât want to be using âallâ your ammo before something important happens but in my experience, running out of ammo even while running through the level blasting everything left right and center, is kind of a hard thing to do when you have the right setup for it,
obviously it depends on the players in your team, what they are running, how much ammo they need
but hell sometimes i get into games with 2 psykters and a zealot, and i just go nuts with the ammo shooting everything in sight
but if i was in a match with, other gun ogryns, and veterans, gun psykters whatever, then yeah you should be keeping mindful to not waiting ammo willy nilly
in my experience i havenât seen allot of this noob action in higher levels, i mainly run level 5 missions, and if your not running a level 4-5 mission who cared about ammo consumption anyway cus, the missions are dog trash easy
Yep, exactly. There are times when nobody really pick them up âeven they are low on amoâ some people would ignore them because they think other players have better impact on it.
i do this on my zealot allot, i pretty much only use my revolver for crushers, snipers and the odd special enemy, i might only pick up 3 small ammo containers per level if that, half the time i just grab a full stack of ammo from a box if it is available and it would be left otherwise, and thatâs enough to suffice
zealots can take on pretty much anything they want with a decent melee build, bosses, hoards, mutants, bulwarks, maulers, flamers, maybe unarmored ragers if your feeling a little spicy and anything in between, dodging goes a long way to avoid the high damage attacks most of the time
It can be solved by a better UI. Some of my mods shows me exactly how much ammo would I be picking up and how much ammo would I waste if I overflow.
A simple color coded +120 -192 over an ammo bag would make people think twice before pressing E.
I will add to the thread by saying that a little ammo on everybody is better then just one guy having all the ammo
I have the ammo count and ammo taken and wasted mod. I will literally share and point out why they at xxx amount, still take xx ammo and then waste xx ammo.
I will highlight that the other team mates have xx and xx and xx ammo. Why you take everything. That really makes people wake up fast.
Just bring to light their bad habits and ask them why. It helps alot.
While I donât use mods, I (sometimes) make a point of calling it out ingame. If thereâs big ammo and someone is yellow/orange/red, Iâll call them by name when pinging the ammo - usually it gets their attention and all is well.
If some guy with plenty of ammo takes it, then Iâll call them out because someone else needed it more. I will make an exception for Plasma Gun vets, since they get screwed over by ammo reserve being used to calculate the replenished amount.




