Additional ammo
WhiteWeasel
Join Date: 2012-11-25 Member: 173197Members
Maybe instead of adding new guns, just change what you shove in them. EDIT: number changes
X= adjust for balance
The way this will work is that your comm can research them at X CC 's Then when you go to an(or advanced) armory you can purchase an 'ammo card' for X pres that will change the weapons' ammo type to whatever you purchased and refill until you die. (when gun is picked up it will have default) And the higher tier the gun the more expensive ammo type, like 3 res for a LMG, 5 for Sg, 7 for GL etc...
Examples:
Values assuming full hit, W0, no wiki forgive me if i'm wrong about values
To recap:
Damage to take away one point of armor
light 4:1
normal 2:1
heavy 1:1
Penetrator round: 6 heavy damage, vs rifle 9 normal damage (5 to armor rounded up i believe)
-Better against armor, but less effective against HP
-)+20% vs armor, -33% vs HP
Hollow point: 12 light damage vs rifle 9 normal
-Better against HP, EATEN by armor (only 3)
-)+33% vs HP, -75% vs armor
Buck Onos shot: more damage than a normal blast, but X less pellets, X more spread.
EDIT: As for complexity:
walk to armory
press e
click on the credit card shaped icon
choose your ammo (and it will only display the choices to the relevant gun your carrying) : 3 choices at most
or e to back out
Just some examples, any thoughts? More ideas?
Q: does damage round up, down, or ignores decimals?
X= adjust for balance
The way this will work is that your comm can research them at X CC 's Then when you go to an(or advanced) armory you can purchase an 'ammo card' for X pres that will change the weapons' ammo type to whatever you purchased and refill until you die. (when gun is picked up it will have default) And the higher tier the gun the more expensive ammo type, like 3 res for a LMG, 5 for Sg, 7 for GL etc...
Examples:
Values assuming full hit, W0, no wiki forgive me if i'm wrong about values
To recap:
Damage to take away one point of armor
light 4:1
normal 2:1
heavy 1:1
Penetrator round: 6 heavy damage, vs rifle 9 normal damage (5 to armor rounded up i believe)
-Better against armor, but less effective against HP
-)+20% vs armor, -33% vs HP
Hollow point: 12 light damage vs rifle 9 normal
-Better against HP, EATEN by armor (only 3)
-)+33% vs HP, -75% vs armor
Buck Onos shot: more damage than a normal blast, but X less pellets, X more spread.
EDIT: As for complexity:
walk to armory
press e
click on the credit card shaped icon
choose your ammo (and it will only display the choices to the relevant gun your carrying) : 3 choices at most
or e to back out
Just some examples, any thoughts? More ideas?
Q: does damage round up, down, or ignores decimals?
Comments
2.) your idea is way too complex, and would simply annoy most players
3.) you've been playing too many RPG style games like WOW , Dark Souls, etc lol
Could be quite a good research. If you've got marines asking for ammo often spending ~10 res for them to carry extra clips could be a saving in the long run. On the other hand if your marines are dying too quick to spend all the ammo or your using lots of forward armories you'd be better off skipping it.