If you want to, you can go and check devs’ interviews, where they were talking about range-melee ratio how it was 50/50 in V2, and for DT it suppose to be more like 60/40. Or check the official site. Aswell as DT is a Tide game, and utilize Tide mechanics. Just like all Total War series has its DNA.
No, it’s not. It was a common situation team jump in the valkyrie and drop ammo crate there, people don’t check boxes and just rush forward, noone cares about ammo was pinged and alerted in the chat, ogryn spam with rumbler and kickback, etc.
And with higher difficulty scaling was even worse, you could farm ammo on dogs and mutes waves, everyone knows it.
Now people use “i need ammo” on their social wheel finaly.
It’s not, it has rpg elements. Do you find WoW raid a hybrid combat, cause you have tank, dd, and healer. Half life, cause you have crowbar? Arena shooters like quake or unreal, cause you have 1 melee weapons there? Doom 16, eternal?
While hybrid word doesn’t mean 50/50 ratio, it’s quite obviosly you don’t call 1/99 a hybrid, cause 1% is non existing thing here you can ignore, an error. To call thing a hybrid you need to have its elements visible and recognizable.
Again, you just drop general takes - fun, not fun, like, don’t like, there zero examples you droped.
Aswell as you completely ignore arguments that you have very specialized weapons, with different roles and damage profiles. That there are no complex gunplay mechanics like learning recoil patterns to justify more ammo for some of them
Let me ask you direct questions then, cause your position is very vague for me.
- How are you gonna balance that for high damage guns, for versatile guns, for aoe guns? If you want to shoot 99% of the time? Do you think it’s ok to have nearly infinite ammo on rubmler, plasma, bolter? How you will create pressure and stress? Can you bring some completed ideas?
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Which guns you are refer to, that are struggling specialy cause of ammo regen currently and you think you should being able to shoot them more?
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Do you think resource managment should be a part of the game and difficulty? How would you choose to motivate players for exploring?


