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« on: January 26, 2015, 11:18:20 PM »
I have definitively, quantitatively proven, beyond a shadow of a doubt, that ALL ammo from the game is 100% exploitable, completely broken, game breaking and absolutely worthless. Remove it all immediately Alex, there is no debate, I have proven it with one experiment. It is an artifact fluff that adds nothing and can, under the right circumstances, ruin the game: let me show you.
Fielded 3 lashers, 2 wolves, one enforcer against two enforcers, three wolves, one lasher, one thunder. All enemies were not crappy d versions, they had their special types. I won, decisively, losing only one lasher and destroying everything but one enforcer which was badly mauled. Except I lost. All units ran out of ammo. The frigates ran out of CR, and the enforcer ran out of ammo before defeating the last enforcer. Game over, the two enforcers floated around the field, unable to even catch each other to ram. Layout was all lashers had 3 vulcans, 2 auto cannons, wolfs had blue beam laser with three pd beam lasers, enforcer had 4 flak guns and 1 dual flak gun. ALL ammo ships had ammo mod and ALL frigates had CR boost mod. Didn't matter.
First thing I thought to myself after the battle "better switch away from a fragmentation build" (game breaking) no wait better use missiles (game breaking) no wait can't use missiles they run out too (game breaking) I'll wait for the new mod and only use regen missiles (game breaking) wait I'll just use energy builds only (GAME BREAKING)
GAME = BROKEN. CULPRIT = AMMO. THIS IS NOT WORKING AS INTENDED AND ANYONE SUGGESTING OTHERWISE IS FLAT OUT EFFING WRONG
Go all the way Alex, you've already solved half the problem by removing it from kinetic and certain missiles, but your crippling/nerfing other weapons based on arbitrary rules that break the game in the right circumstances, COMPLETELY break it. Like, its not a matter of preference here, this situation is not workable at all, and the only way to fix it as it stands is too simply field massive amounts of ships against enemies in these situations (why is this necessary, a stupid rule that adds nothing) or to use builds that aren't gimped by ammo in any way (such as energy). Considering how unbelievably OP energy is in general the ammo penalty for missies/explosives/flak/conventional weapons is just a ridiculous joke. So go all the way with your solutions and make EVERYTHING regenerate. From the lowly machine gun to the nuclear missiesl.
I don't care how you balance it out. Make regen based on DPS, or Damage per shot. You get a set amount at the beginning, and then it ticks back to the "regen limit" The rate of fire is penalized once you exceed the limit for the rest of the fight. Malfunctions increase. Barrels melt and crew die, ships eventually explode from factorizing too much ammo. Nuclear missiles only regenerate one every 2-3 minutes, what ever, you know what to do, but please consider this a 100% motivating and correct kick in the right direction to fix this terrible flaw in your great game. Cheers!