I’ve thought in this a lot, I’ll edit this post with new or relevant info, I just want to get it started.
Ammo economy is a pressure on the team, survivalist. There are currently 4 ways to generate ammo in the game (5 if you can’t the vet laser crit talent) - survivalist, pick pocket, ammo restoration pod, Burst Limiter Override.
Alleviating that pressure creates for a radically different gameplay experience on higher end difficulties. Not to the point where skilled players aren’t going to power through (they will, plenty of true solo videos out there)
My point then? We’ve got 2 classes that can regenerate ammo on their own at this point, and survivalist is a nice enhancement for them. Maybe it’s time to change survivalist over to being weak spot damage aura instead. Then give arbites, and veteran a personal ammo regen talent. This will make expeditions and the maelstrom modifier for no ammo feel less vet dependent.
I’ve seen a LOT of interesting ideas so I’m going to post them here.
Convert survivalist to a 15-30% weak spot damage aura node
Convert survivalist to a 7.5-10% rending aura node
Convert survivalist to an aura that lowers the chance to use ammo by 5-10%
Convert survivalist to raise the amount that ammo is regenerated by classes that can generate their own ammo
Open up the “shock trooper” perk to affect all guns, not just las in conjunction with one of these changes.
Removing survivalist as an aura would require ammo generation talents for other classes to help them out on havoc, for example arbites could have a talent called confiscation or contraband that accomplished something similar. Ogryn would need something as well, but I don’t have a good name for it.