Frost and Mezhu's thoughts on the ammo changes
Heavy Clip
The change in rotation speed can be counter efficient in some situations and beneficial in others. Clip is sometimes overshadowed by Dragon Ash.
Incendiary
Looks pretty solid. Sacrifice in direct damage for a chance to set fires, practically transforming the damage types into fire.
Lesmok
Damage is a tad too low. We'd suggest either losing the damage reduction or the rate of fire reduction (at longer ranges you almost always have to take a second to watch your shots and adjust them, so probably keeping only the damage reduction should be ideal).
Heatsink
We like the arc increase as a mechanic. It creates very interesting new builds and provides a much needed variety. Why is this on heatsink, though? Heatsink is already a very good, balanced ammo type that finds use from both gunners and engineers on a multitude of guns. Besides that, the health adjustment and repair cooldown adjustment feel odd and out of place. Health adjustment makes the ammo very risky to use on heavy guns (which often found use of it) and overall doesn't make much sense (light guns only need 1 carronade or artemis shot, and heavy guns still need 2 of those so practically the change makes guns more vulnerable to gatling and random sources of damage). Also messing with repair cooldowns is a dangerous game (you'd theoretically gain the most by malleting the gun, but a mallet on a gun with 75% max hp is already over-repairing it so has no synergy with itself).
We'd like to see those mechanics discussed and possibly implemented on another ammo type. As for heatsink itself, maybe an increase to fire stacks extinguish would be good.
Charged
Why the lowered range? We already have greased as our close-range high dps ammo type. Charged fails to find a role both in the current version and as proposed here, in our opinion, especially with the twin ammo types. Potential candidate for the bonus arc effect?
Greased
Compared to live, damage per second seems slightly higher and total damage per clip much higher. Not so bad though, if you put the lack of bonus buff damage into the equation and the fact it's only optimal at close range. The bonus arc allows for easier close-range multifectas but might be making the ammo type a little bit too good and thus a no-choice.
Twin
We've already discussed those in depth. Still not balanced in the slightest, not close to production at all. Some guns benefit just enough from them (dragon ash on banshee, carronade), while others become completely imbalanced (dragon ash on hades, lumberjack, gatling, dense slugs on gatling etc). Only suggestion is to normalize the raw damage numbers and make the side-effects attractive enough.
Armored
Good idea but there are flaws. The bonus cooldown will prove extremely punishing- one should load the ammo type to protect a gun from damage, but unless the pilot puts it out of enemy arcs the gun will steal certainly break within the 13 second mallet repair cooldown. The minus rotation is also very detrimental- if the clip works as intended the gun is going to act as a damage shield, absorbing lots of hits, thus losing a lot of health. This, in combination with the reduced rotation, will be making it impossible to aim and use at all.
Injection
Very niche use as a close range clip for guns with arming time. Conflicts with lochnagar for that role, and guns that have arming time are most of the time manned by gunners so it doesn't serve its' role of promoting the class. Would still rather have it be a turret ammo type with zero rotation but it can still find some use as it is.
Proximity
Not as broken but still broken.
ps; Was the buff duration on guns actually increased?