Originally Posted by SmokeJumperPS
Actually, the ammo pass started because we realized that some weapons ran out of ammo VERY quickly in the field (Rocklet) and some weapons never seemed to EVER run out of ammo (Shotguns). That got us started looking around to figure out the balance of "battlefield potential". That was a measure of balancing the total amount of damage you could do with the ammo in your inventory versus the amount of time you could stay in the battlefield without rearming yourself.
Tricky balancing, but it showed some obvious things that needed work. (And which we've fixed.)
Anyway...here's some numbers for you. (Not everything is listed here. This is just skimming the top of the changes.)
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Hand-Held Ammo Changes
* Rocklet: Old - 6; New - 15 (per ammo box). Rocklet users won't run out of shells so fast. Makes the weapon more attractive. (This also enhances the Punisher.)
* Thumper: Old - 6; New - 12 (per ammo box). Allows more variety in what grenades to carry because you can carry more of them. By loosening up inventory, this makes this weapon more useful. (This also enhances the Punisher.)
* Bolt Driver: Old - 5; New - 10 (per ammo box). Snipers can stay out in the field longer. They won't feel so required to bring an AMS out with them when going sniping because they can carry twice as much ammo now as previously.
* Striker: Old - 5; New - 15 (per ammo box).
* Phoenix: Old - 3; New - 9 (per ammo box).
* Lancer: Old - 6; New - 18 (per ammo box).
The AV weapons suffered from not being able to carry enough ammunition for the player to feel like they were effective in the field. By the time they fired all their ordnance, they had only killed a couple things. This helps in that regard. (NOTE: In no way is this intended as a major AV buff. This just resolves a specific issue. Don't even bother typing the words "that's not enough of a buff for AV". ; )
* Hand Grenades: Now come in clips of three. Yes, Virginia...there is a Santa. Infiltrators, rejoice. Same inventory requirement, but instead of one grenade, you get three.
* Shotgun shells: Old - 30; New - 16 (per ammo box). Shotguns were vastly overpowered in terms of damage potential for the load carried and how long the user could stay afield using that ammo. This brings it back down into balance. (But it just brings them down to about the same damage potential and inventory requirements as other weapons...it's not really much of a nerf.)
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Vehicle Weapon Clip Size Changes
NOTE: Most of these are *downward* changes, which forces you to reload more often. This seems like a nerf, but it's not much of one. You just have to reload once in a while now. The real BUFF that's coming is seen below in the Vehicle Ammo Box Size Changes section. Trust me...it's good.
Basilisk: Was 250, now 100
Deliverer: Was 250, now 100
Harasser: Was 250, now 150
Liberator (rear gun only): Was 250, now 150
Lightning (20mm only): Was 250, now 150
Magrider (PPA only): Was 250, now 150
Marauder (GroundPounder): Was 20, NOW 50!!!
Marauder (12mm): Was 250, now 150
Mosquito: Was 250, now 150
Prowler: (machinegun only): Was 250, now 200.
Vanguard: (machinegun only): Was 250, now 200.
Vehicle Ammo Box Size Changes
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These are the changes that will let you spray more lead around and stay in the field longer.
* 20mm ammo: Was 100, now 200. (affects Basilisk, Deliverer Lightning, Skyguard, Vanguard)
* 12mm ammo: Was 100, now 300. (affects Harasser, Mosquito, Prowler, Marauder).
* Liberator bombs: Was 10, now 20.
* 25mm (Liberator tailgun): Was 100, now 150.
* GroundPounder: Was 50, now 100.
* Flux cannon: Was 50, now 150.
* 150mm cannon: Was 100, now 50. (Yes...this is a nerf. Go ahead and post about it. *sigh*) The Vanguard's ammo supply was far, far in advance of its other-Empire competitors. This is balanced out now.
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Whew. Okay...that's long enough for one post.
I'll be reading your replies. Thanks (in advance) for your comments. I hope you like the changes, but if you don't, I'm sure you'll let us know.
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