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Ammo won't stay!
Gorath:
I'm sure more than a few people have had this issue, but I don't see a post for it in the forums yet so I'll bring it up. I'm mostly just curious about how other people deal with it but also wonder if it will be patched:
When loading special rounds into the guns, you will notice that you must be seated in it with the rounds selected when the animation ceases or the ammo will not stay put. The reload will cycle back to "normal" if no one is there to give it input at the very end of the process. All fine and good, but I really wish the automated reloads would track the ammo being loaded into it and STAY. Just... just stay. It doesn't make sense to me, speaking in terms of the mechanics of the thing, that it would dump and reset the ammo. Is there a balance issue behind this?
It is a special, awful sort of evil to have your gun go empty of special rounds in the heat of battle, where you jump off to cover a key repair, and return to find that your gun has loaded normal rounds again. As a light flak gunner using heavy rounds, this is the bane of my existence 8C
Does anyone have any tips for dealing with this without having to squat on the gun during the reload process?
N-Sunderland:
This thread is a bit out of place, since it isn't a bug. It's an intended mechanic. There isn't much of a means to avoid it. Just try to jump back on the gun right before the reload ends.
Helmic:
Yeah, this belongs in feature requests or game discussion since it's a balance issue. I'd like it to be changed as well, it'd make changing ammo in the first place more useful and make the gunner a bit more worthwhile.
Pickle:
It's a balance issue, and no doubt done deliberately.
I'll disagree and say that I think the current mechanic should remain as it is. Including the mechanic that causes your speciality ammunition to be unloaded if any non-AI crew member steps onto the gun. This mechanic makes the crew-role of manning a gun important.
On any if my ships, if it gets to the point that the Gunner is involved in essential repairs - then it's already too late for him to be wasting time thinking about the right ammunition. The Gunner is the violinist on the Titanic - he goes down shooting. Unless the Captain tells him to do otherwise - the biggest problem I have with a Gunner is when he stops shooting and starts thinking for himself and wanders off from the gun I'm doing my damdest to keep pointing towards the enemy (that'a you gunner on a Pyra that thinks they should wander off to the side guns). If your ship isn't shooting, it might as well be dead anyway.
Helmic:
I'm going to have to disagree with you there. There's reasons to leave a gun other than to repair something else - like getting on another gun. Being able to switch ammos while doing that would provide a unique class feature to the Gunner without having to put a note somewhere in the Roles screen that Gunners get +10% damage or get exclusive access to this or that ammo. It removes some of the risk of changing ammo, you're not risking going back to vanillas should you need to hop off your gun for a quick self-repair. Can you imagine how much more useful the Gunner would be if he could change ammo AND repair his gun at the same time on something other than a Hwacha?
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