The reduced availability of ammo feels super bad

This is not how I play and I still have regular ammo problems with certain weapons.
How do you know the OP plays like you mention?
You simply assume something and imply they are foolish and playing poorly without actually knowing how he plays and considering the OP maybe has a point.
The new patch actually lowered the access to ammo for the vet.
You’re acting like a condescending little prick with a Jsat syndrome for no reason at all, instead of making an actual argument.
What’s your point of being here if you only want to take a dump on someone who’s raising some legit concerns?

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Honestly the pre-patch ammo availability made it almost a non-factor. Games where you actually ran out were few and far between. A bit more restrictive approach is a welcome change.

We can talk about certain weapons getting shortchanged, but the overall ammo availability I think is decent post-patch.

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Any Auric/Maelstrom game that lacked a Vet quickly turned into a struggle for ammo. All that needed to happen for the ammo struggle to escalate was a Monster and the usual madness amount of specials spawning at once. I died more than a couple of times in Auric Histg to a whole team on red ammo.

With a Vet ammo was never an Issue on any gun. That was silly and annoying at the same time.
Having a Vet and not should not influence your ammo supply like that. The current patch did not help with this at all, but turned it into something absurd.

The best part about Auric was that you could run even the weapons that just lack the ammo sustain in usual games, like Revolver, or Shotgun, and not struggle at all. Now that is gone. Ammo is, apparently, supposed to be a tight resource, but it is not. The weapons that had a good time even without a Vet feeding into it, e.g. braced Auto, and Laz guns, dont feel the nerf at all. Laz gun ammo economy even got better. That is, to put it simple, stupid as f*ck.

If the intention is to have limited ammo as a feature of the game, make all weapons struggle equally, or change guns that do actually struggle with the economy to being unique/useful/powerful in some way or form.

I liked Vet for the sole fact that you could pick a gun and have it work, which is a great column to stand on for a gun based career. Thats just gone.

(Kind of a silly discussion to have anyway in the current patch. Having seemingly on demand homing missiles that dont get affected by the gun economy at all voids the whole “ammo as resource” point of view.)

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. . . and then get overrun by one or multiple special/elite wave(s) if your team doesn’t have a at least one dps super psyker/ogryn/zealot because the team was too busy whacking away at the poxwalker moshpit.

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I agree, ammo scarcity as a difficulty modifier just feels bad

we are literally going through weapons factory where they make ammo…and I never seen a dreg run out of ammo for their damn autoguns lol

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With a lot of guns, focusing down those specialist/elite waves is infinitely more efficient, than dumping ammo on trashmobs.

From a gameplay perspective, it is also a much smarter thing to do.

Not sure if i understood you correctly.

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Kinda miffed that the answer by most folk here seems to be:

“lol, lmao even, just run a lasgun, nerd, skill issue.”

When it was pretty obvious that literally everything that wasn’t a lasgun was already suffering from ammo efficiency issues even before the patch. Like the AG1 (my beloved) was barely usable even at 80% ammo with burst and single shot disciplined fire. Now it’s just unusable at anything above vanilla auric T5.

But this is what I get for being an autogun fudd.

#skillissue

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I agree, but having the ability to flex is smarter game design, and allows for better skill expression. IE the enlightened take here IMO, is that the real smart thing should be to know when to fire into the horde and when not to.

The current set up just makes it easier for people to get disabled by crap wading through a horde because the team sweatlord on overwatch refuses to shoot anything he can’t hilight and missed the trapper beelining for his zealot teammate.

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That sounds more like an issue with the player, rather than an issue with game systems.

Trying to shoot through a horde to reach an obstructed target (such as a disabler or a barrel) is one thing, but that’s just what you have to do when a faster alternative isn’t available - I wouldn’t really put that in the same category as general shooting into a horde (with the intention of killing horde enemies), which I think is what is typically being described in these kinds of discussions.

(hopefully I’m following what you’re saying, I feel like I may be a little off so please let me know if I’m making sense)

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I’d straight disagree with you.
I’ve used all the ranged weapon types extensively.
If you act smart (not use ammo boxes as soon as you loot them, share ammo with teammates, don’t shoot mindlessly) you are definitely not ammo starved even on non veterans.
Of course there’re weapons which eat up ammo way faster (LMGs, recon lasers, ripguns, SMGs, automatic rifles, etc.); however barring awful teammates / being unlucky /being dumb I never felt ammo starving.
Mind that I wasn’t going rambo on everything.

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My bad there for not being clear. It’s not about shooting at an obstructed target, but about situational awareness.

When it comes to the issue you described my longstanding complaint is that all ranged weapons need more cleave (through chaff enemies, no need for specials). It baffles me that weapons described as being anti-horde are some of the worse offenders in this area. But that’s a separate discussion, although also contributes to ammo inefficiency.

To elaborate on situational awareness, being able to thin a horde with ranged fire so effective overwatch can be effectively maintained is a valid concern IMO. Being able to mow down a horde outright without going red or amber on ammo in service of the former, and/or avoiding being hit unprepared by a special wave is another consideration. Also, if the AI director is hitting the bath salts on a Maelstrom run, it can often mean that staying in one spot for too long will result in the team being pinned, and eventually wiped. In those cases, going in guns blazing, especially if a crate is on-hand, is the best choice to push forward. Unless ofc you have a DPS super psyker/ogryn/zealot, which is just lazy design IMO.

Firstly, latency issues are thing, pretty widespread too from what I’ve seen echoed by others. Hitreg issues caused by it often cause people to waste ammo, if it’s bad enough something like 2/3rds of all your shots per mag won’t do jack, and god save you if you’re using a revolver, shotgun or a low DMG automatic. Some people don’t even notice this issue and think stuff is just spongy.

Then there’s the issue that there seems to be a DPS cap for automatic fire that often can feel like hitreg shenanigans. This one is mostly speculation on my part, but there are acknowledged bug reports relating to this. I’ve noticed this myself when using infantry autoguns and the recon lasguns.

Finally, stages are randomized, enemy density, spawn patterns, even ammo locations, and spawn rates. Depending on how ham the director goes will dictate ammo consumption. I’ve gone entire matches without a single big bag or crate spawning even with the entire team picking through the stage for em pre-, and post-patch. The above contributes to the problem even if the team isn’t spraying like they’re Tony Montana in Scarface.

There’s alot of people talking about this, and I wouldn’t be amazed if the aggregate stats in this regard lean towards my side of things. Saying “Skill Issue” can only explain so much. Just because your experience doesn’t line up with mine or others’ doesn’t mean that this isn’t or wasn’t a problem.

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i get the point i just dont think its the relevant point ;). some people want branching dialogue options multiple endings a strong story and immersive cinematics, its not about what they find fun its about what game this is. you cant expect them to change it into a different game for all the different desires. and infinte ranged options conflict with a hybrid system.

i dont speak for the devs i dont know any of this im just saying how it looks to me, and it looks like this is meant to be a hybrid melee and ranged game
Ranged is easier , safer and more affective, if it isnt balanced in some way , and scarcity seems to be the choice made here then you end up with where we were and are now with all yondus killing everything at range and the game falls apart.

Yeah that is as broken as the force sword ever was id be expecting some heavy nerfs on that. and the infinte no peril palpatine splat machines to

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I wanted more ammos for revolver and shotguns… and I’ve got this…

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And now having (or being) a vet makes no difference there.

I’d extend that to say make all ranged play suffer equally. If they want to make ranged play a tightly limited resource, that’s their prerogative. But they haven’t done that, they’ve made ranged play a tightly limited resource unless you’re a psyker or a lasgun vet.

“lol, just don’t shoot your gun, lmao”.
“lol, you’re just not picking up ammo, lmao”.
These sorts of posters are trolls. They’re not worth responding to.

It may be true that some guns are just suffering far worse worse than others, I’m not going to pretend I’ve tried them all.

fun isn’t a relevent point.
in a videogame.

Guys, pack it up. I’ve found the guy who designed the crafting system! Seriously though, I’m not asking them to do anything new, I’m asking them to return a playstyle that’s been available for a whole year.

With the changes to enemy spawning, it’s not practically possible to play ranged all the time (or even most of the time) like you could before, especially during horde events. There’s no need to have reduced ammo availability on top of that.

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I think they did it to make team abilities and the ammo boxes more valuable. And I think it worked. There is 2 to 3 ammo crates per level to find. People just don’t use them properly.

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I wish. If they were reliably that common, this would be MUCH less of a problem.

I’ve had more runs (t5++) where there were no boxes at all and less ammo pickups than I have fingers for the entire run than I have had runs with multiple ammo boxes and more than a couple of ammo pickups.

And it’s not that I’m not looking for them, I’m so used to scrounging for ammo that I could get to the item spawn points with my eyes closed, and I have ammo box management down to an art form.

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Are you sure your team opened everything, though? I have found on multiple occasions, that people run past all the vacuum capsule and resource nodes. See it all the time, even when people are low on resources.

Not saying RNGesus of RNGdale can’t screw you over, he absolutely can. But odds are there were ammo boxes in that level and simply not found.

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You underestimate my ocd, sir!

Ammo boxes are the greatest of all treasures for people who prefer ranged. I’ve made a habit out of making sure every chest is opened and every item spawn point is checked. Having more than one spawn in a run is really unusual right now.

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I really don’t like the reduced number of reserve ammos.
This give psyker an even stronger role, impact badly vet and ogryn and can prevent using lot of weapons in Auric.
In all the runs, I see people that use ammo in orange or red. Sure people that spam use the bolter are now in trouble pretty fast, but it impacts all others also.

I would want that we come back to a decent number of ammos reserve and that they increase number of ammos for shotguns and revolver.

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