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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 4 posts ] 
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 Post subject: Ammo weapons in ther higher levels
PostPosted: Tue Dec 18, 2012 6:06 am 
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Joined: Sat Nov 03, 2012 11:18 am
Posts: 5
I have already talked to Michael (SM developer) about this.
I still think that ammo weapons in the higher levels require too much ammo for the damage they do especially if you also consider all the other requirements to make ammo weapons actually work.

There arent a lot of torsos which have enough initial ammo to do more than three shots. If you want to fire more often you either have to waste a module slot which is an absolute NOGO or waste a kit which requires an action point.

The only torso which has about enough initial ammo is "Twin Turbine".
However it only got 5 module slots and 3 kit slots of which you have to waste at least one to actually make stuff like missile weapons actually work.

All other chassis high level chassis can barely fire two shots because e.g. from level 35 on everything requires at least 15 ammo points may it be bullets or missiles.

What do you guys think?


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 Post subject: Re: Ammo weapons in ther higher levels
PostPosted: Thu Dec 20, 2012 11:30 am 
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Joined: Fri Nov 23, 2012 6:20 am
Posts: 21
Yes, I agree with this. The problem was even worse before the Shield got reworked, because everyone had Shield 4 on all the time.

The no-duplicate-kits idea (this post) would help, but most of these guns are underpowered and could use a buff.

Another issue is that the Ammo Kits are expensive. I think they may have gotten cheaper with Version 1.9.3b, but they still cost as much as the Repair Kit. If part of your plan is using ammo kits, it seriously impacts your earning power.


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 Post subject: Re: Ammo weapons in ther higher levels
PostPosted: Thu Dec 20, 2012 12:57 pm 
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Joined: Mon Oct 15, 2012 2:51 pm
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Yes, with you on this. Some of the ammo-using physical-damage weapons (especially the machine guns) also generate a lot of heat, which doesn't help. When they first become available, their high damage is useful, but they quickly get left behind. Solving the problem might be an issue not just of reducing ammo consumption but of tweaking damage potential up, and heat generation down. But there are also just too few ammo-using weapons in the 30s and 40s levels.


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 Post subject: Re: Ammo weapons in ther higher levels
PostPosted: Fri Dec 21, 2012 5:19 pm 
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Joined: Fri Dec 14, 2012 1:06 pm
Posts: 126
The idea with the non-duplicate kits is actually a great idea.
I would also support such a change.


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