That's what I did for all missiles (except the regen is lower than the refire for all of them) - it works great. Keeps FMR and +ammo skills useful without being too good because the missile has a sub-5 second refire.
Yeah, I can see how that'd work. I do like limited ammo for Harpoons, Reapers, and the like, though - it adds an extra layer to the decision whether to fire them beyond immediate tactical considerations, and to me that makes it much more interesting. It also lets them be stronger weapons, with a higher player reward for skilled use. FWIW, I tried regenerating ammo for Harpoons and absolutely hated it, though that's obviously subjective to some degree.
Despite also being missiles, I think Salamanders and Pilums are just in a very different category with regards to how they're used.
That was... kind of a quick about-face on the mechanic. Alex you made Assault Chaingun inferior in every way to Heavy Mauler again, I am sad
Yeah, it was. I think what Megas said:
Either the weapon had enough ammo that clips did not matter, or it had so little ammo that DPS was effectively half for most of the fight. Expanded Magazines did not help low capacity weapons enough to matter.
... is quite accurate. Now, to be fair, that was the point of the mechanic, but looking at it again, it just doesn't seem good. It did the work mechanically, but there are other ways to do it (e.g. higher flux costs to balance certain weapons, for example) and I think it was just too much complexity-wise for what little it brought.
The lack of ammo limits for ballistic weapons has had some interesting side effects: it is now much less important to mount a mix of damage types when using ballistics. Before, taking down shields with HE or armor with kinetics just chewed through too much ammo to be practical; now, the only drawback is if it takes so long as to mess with your CR timer, and (at least for me) that doesn't seem to be happening. As a result, I'm probably going to lean much more heavily towards kinetic ballistics (possibly backed by EMP damage), since they are much better at putting flux on enemy shields and thus limiting return fire.
Hm, yeah. That was one of the reasons for having ammo limits in the first place, and, right, the peak timer is supposed to take care of that, but if it doesn't, that's a problem. Perhaps an argument for bringing back ammo, or perhaps for shorter timers. Definitely going to think about this and keep an eye on how things play out; I'd really appreciate more feedback on how this is working out in practice.