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Currently making a base-level Impossible run, kind of have to mix weapons, but still controlling which I carry at any given time. PC/FT is a tough pair to beat though.
I've beaten Dead Space 1 & 2 about a dozen times between em. Dead Space 3 once, 'cause... well, y'know. Bad game.
This has nothing to do with the number of weapons I'm carrying. This is a bug. I've always gone full kit so that I can deal with different situations and just cycled between what's available to me as they drop. Only getting contact beam ammo 20% of kills and 100 credit drops 80% of kills isn't right. Not to mention they're almost exclusively what populates storage lockers and boxes.
Every time someone just jumps in going "RUN WITH TWO WEAPONS BRO" it obfuscates that something is wrong. Exact same energy as "runs fine on my rig" during the Cyberpunk launch. It's incredibly possible to build a bad table / RNG combo.
EDIT: Also, to clarify, not trying to jump down your throat! I just keep seeing this answer and it's really incorrect to the situation. Game shipped with legit gamebreaking bugs, so let's not act like ammo drop rate couldn't possibly be an issue.
I noticed on my Hard NG+ playthrough that ammo distribution is more heavily biased towards the Contact Beam & Line-Gun I am carrying when I am not getting standard Plasma Cutter batteries. It's not a particularly big issue to me as I usually just convert that ammo into Plasma Cutter & Pulse Rifle ammo for the bulk of what I use. It would be more of an issue I think if we didn't have the option to sell/buy ammo.
Something that occurs to me is that, drops may be biased towards weapons you're not using versus those you're relying more heavily on. I have noticed that while chests/lockers/crates seem to be more generous with PC & PR ammo, enemies seem to either drop credits and/or ammo for the two weapons (Contact Beam & Line-Gun) that I am not really using heavily.
So it may just be the fact that many of us focus on one or two weapons and the availability of the store messes with the RNG/Drop Table as the developers tried to balance forcing us to use different weapons with strongly encouraging us to do so (it was a bit of a thing in the original DS1 as well, but I think their factoring for drop tables was more simple?)
My gut tells me something is making the contact beam weighted heavier vs. the other ammo I need.
I have a feeling that some of it may be tied into the Intensity Director and some other factors that we may never really have a full explanation for. I am not sure it's working 100% as intended, much in the same way that the AI for Necromorphs in the original game would cause them to prioritize vents sometimes over engaging the player (resulting in hilarious situations where 2 or more Necromorphs would just stop mid-fight to run to vents to try an surprise you.)