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Instant-ish Ammo Switching [New mechanic]

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Crafeksterty:
When a gunner switches ammo, he has to reload the whole gun.

What if he just changes on the guns current stats?


When a gunner changes ammo on a reloaded gun, it will only take 1 and a half a second to switch it.
The Ammo count he had on it when switching changes Proportionately.

The 1 and a half a second is there to not be abused DPS wise when switching from ammo to ammo.
And a reason to not keep switching ammo because it wont be worth to abuse a minor bug in it.



The Problem
When someone switches ammo with this new mechanic, the only problem when the gun changes is how much shots it has left.
So when someone changes ammo from charged to greased, the gun isnt fully reloaded.

Instead, the game during the time of 1.5 seconds of minor reload simply instantly calculates the ammount of clip size you had (57% of greased ammo left) and proportionately with % translates it into the new ammo (57% ammo left on incendiary. Less shots but still aprox 57% of incendiary clip size).

That way, guns will eventualy have to do a FULL reload and Ammo switching will actualy be usable.

A hades Lesmok has 6 shots. If he drops it down to 3 then switches to Greased wich is 10 shots a full greased clip. It will turn into 5 shots. (50% if lesmok, 50% of greased)
He shoots one shot on Greased, and then switches back to lesmok which goes back to 3. He switches back to Greased and the ammo counter says 5 again.
This is what can happen with the calculation but it will take him 3 seconds to shoot 1 extra shot of Greased hades. Its just not worth it.

Heatsink will actualy be used by gunners, Combinations of Lesmok and Incendiary can be brought up on flamers etc.

A gunner on a squid that is manning the flamer can use Lesmok to start off with, and usually squids come in close enough for incendiary. Thats when he takes 1 and a half seconds to switch over to incendiary for a more effecient fire making. Since Lesmok has less ammo, it also eats up the proportionate clipsize quicker than greased would. so he still would not have maximum ammount of incendiary ammo just proportionate to what he had on lesmok. Meaning he will eventualy have to Reload.

The problem is very small on higher ammount ammo weapons, but on mid ammount ammo weapons (Hades, LF, carronade) its just not worth it because of the 1.5 second switch.
On Low number weapons, this is a different story.

-Heavy Flak can combine Heatsink, charged and Lochnagar to deliver a weak to strong shots.
So a gunner loads Heatsink (gives heavy flak 3 shots), shoots 1, Switches to Charged, Shoots 1, Switches to Lochnagar, and fires his last shot.

-This wouldnt apply much on a Twin Carronade as its shots or dps is more worth it individualy than it is to switch. It would be able to switch from heatsink to Lochnagar on the last shot.
Lumberjack can benefitt slightly from this ammo switching too. Again, good use of Lochnagar for those close encounters.




The best weapons that benefit from this is:
Hwacha, Flair, Harpoon just because their reloads are so long that switching ammo on them will be easy and make them pretty usable.

Hwacha dont have to preemtively guess Burst or Heavy clip anymore because it is 1.5 seconds away from either.
Flairs can have 3 shots with heatsink combined into them.
Harpoon can be easier to fire because you can simply add in Lesmok. Dont know how exactly you would use it still.

--------------------

Oh and everything else on the gun changes. Stuff like stats from default template ofcourse.



So what do you think? Would this break the game in someway? Would it enhance Gun play and gunners ability to steer a gun exactly how he wants it?

It centers around avoiding having to Reload for the effect of using different ammo. The biggest problem imo currently is the giant wall of Reload that makes different ammo uses not worth it.
With this, a gunner can play around with how much shots he can churn out of his gun with the pauses of ammo switching. Heck maybe even make it 2 seconds ammo switching. Enough to make people reluctant, or commited to switch ammo.

Arturo Sanchez:
kinda complex to code and hard to keep track of in a HUD.

Pretty much fixing what isn't broken.

Dementio:
It shouldn't be that hard to code.

I like the idea in itself, but I feel like it would take a small skill requirement off of the gunner's shoulders. If the enemy closes in on the lesmok Lumberjack, then the gunner should know when to reload. The gunner has to know which ammo is going to be the best, depending on the positioning of the own and the enemy ship.
At the same time though, it would make heatsink so much more useful. You could finally extinguish your own hwacha with just the cost of maybe 3 seconds of not being able to shoot.

Lochnagar might screw it though, since the gun will have 1 shot, which could be interpreted as 100% so within maybe 3 seconds you could have a fully reloaded burst hwacha, but that depends on how good the code is written, I suppose.

Arturo Sanchez:
it is due to the amount of overhaul required to actually pull it off. Its essentially remaking the whole gunning mechanic.

He makes it sound like it'll be a patch job. It won't be. Its a full rewrite.

Dementio:
Muse is able to detect when an ammo switch happens. Instead of calling the reload-function they should easily be able to call a new ammo-switch-function, which includes this mechanic, which is fairly similar to the reload-function.
I am not a game developer and I don't know about Muse's code, but I can't see it being so hard to implement.

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