I just want to add that we need more conflict of choice between these ammo types.
For example, there not much need for injection if we have greased. Or vice versa. I would combine the forces to add up to one ammo.
Or have injection instead of greased.
I would go away with burst or Proximity, so that there is one. This way, we have one ammo type that does one specific thing.
I would take away charge and let Dense slugs and Dragon ash stay for the sake of conflict of choice.
Take away the drawbacks of Heavy clip to better fit versus Dense slugs
[From here, we have gotten rid off 3 ammo to not be way to abundant with ammo types]
Now, we can add 1 or 2 incredibly niche ammo type much like the Lesmok/Heavy clip/Lochnagar.
Stealth shot:
Removes all graphical effects, including tracers, projectiles, and particles.
-30% damage.
-10% velocity
seems nice, or...
Smoke Ammo
The explosion of the gun lasts for 3 seconds longer on direct hits as well as it stays with the enemy ships momentum.
-50% recoil -30% Clip
I even mentioned it before in "Call to arms for gunner ideas" topic
Im suggesting Straight up replacing greased with injection, Burst with Proximity, Charged with Lungs and Dragon.
Cus #realtalk ammo like greased and burst and charged and 2 others or 1 are very close to being default ammo like.
Having more specific ammo may make more gunner slots more desirable. As ive stated in the Design Paradigm, Game balance, and Gunner vs Engineer topic.
I still think there is a lot to be done.
The direction you are going with the ammo is Right.
But needs to be more right. If you want gunners, then the ammo needs to be specific enough to force the player to also use Default.
If we have a selection of Ammo that are all very niche, we may have 2 gunner on some ship builds. Or ships actualy utilising Default ammo.
Even gunners dont use default ammo because they have choices, but the overall aspect of having these choices is still not as helpfull to builds.
To break the wood of this subject, you must make players want to use default. Which is equal to punching THRU the wood, not at the wood.