PAYDAY 2

PAYDAY 2

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Noo_Billy Jun 13, 2018 @ 12:44pm
About Fully Loaded ACE
I think the increased ammo pickup rate should be depended by the total ammo of the player(100%-250%) instead of fixed as 175% so that it will be actually useful for poor ammo pickup rate weapon.

Edit : if possible, when a player own fully loaded ace, every time the player melee attack an ammo bag, he can convert his total ammo to ammo bag for happy sharing with your friends.
Last edited by Noo_Billy; Jun 13, 2018 @ 12:49pm
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Showing 1-11 of 11 comments
Copy & Cat Jun 13, 2018 @ 12:48pm 
They should fix the throwable pickup values not adding up properly first
lexilogo Jun 13, 2018 @ 12:52pm 
Originally posted by Moon gazer:
They should fix the throwable pickup values not adding up properly first

This is far more reasonable. The OP's suggestion would honestly just break Fully Loaded IMO as even with its currently bugged throwable pickup values (for those unaware, the 1% increase doesn't make a 5% chance into 6%, it makes it into a 5.05% chance), it's still a fine skill.
Noo_Billy Jun 13, 2018 @ 12:59pm 
I think the grenade part of this skill should because Molotov + Fully Loaded is a little bit overlap with Fire Trap.
The idea that you can refill a deployed ammo by using your own ammo is a great idea.

The issue then becomes how to do it. Currently a player holds his deploy to deploy an ammo, and needs to hold his interact key to take ammo from an ammo bag. You could make the interact a conditional so that if a player has full ammo then holding would deposit instead withdrawing, but I question the reality of being at full ammo long enough to deposit. Maybe it could work.

Of course there would have to be balancing tweaks since this would allow a pair the ability to give a pick-up rate to weapons that don't normally have one.
Hugo Jun 14, 2018 @ 4:26am 
You could have an extra ammo bag being filled by excess ammo pickup, you'd be able to rebuild your ammo bags up to 3 max and keep deploying bags for the rest of the team to make use of.
Too bad something like that would only really be balanced for the hour long heists.
Malidictus Jun 14, 2018 @ 5:23am 
Originally posted by The Least Interesting Chibi...:
The idea that you can refill a deployed ammo by using your own ammo is a great idea.

It's a needlessly roundabout way of generating extra ammo bags, I think. It's a lot simpler to just generate 1 Ammo Bag deployable for the player after every 1000% weapon ammo picked up. Obviously, there would still be a max of 1 or 2 bags depending on the player's skill selection. An upgraded Ammo Bag carries 600% ammo, so that seems fair.

Alternately, if you want to avoid counting ammo twice, change the Ammo Bag deployable. Once both bags are deployed, replace it with a "stash ammo" action which would draw 50% ammo from both of the player's weapons and fill up a bar. Draw enough to total 1000% and you gain a new ammo bag.

Naturally, both of these options would require equipping the Ammo Bag deployable, but that seems only fair.
Jostabeere Jun 14, 2018 @ 5:25am 
Originally posted by Moon gazer:
They should fix the throwable pickup values not adding up properly first
But they do add properly up. You get 5% for the default 5%.
Malidictus Jun 14, 2018 @ 5:28am 
Originally posted by Jostabeere:
Originally posted by Moon gazer:
They should fix the throwable pickup values not adding up properly first
But they do add properly up. You get 5% for the default 5%.

We know from discussions with Jules that that's not what he meant when he wrote that description. He meant to increase the chance to grab a deployable by 5 percent points, rather than 0.05 of the original drop rate. The was intended to ensure you'd get a throwable back fairly regularly. The latter has such negligible effect it's not worth mentioning in the description.
Jostabeere Jun 14, 2018 @ 6:58am 
Originally posted by Malidictus:
Originally posted by Jostabeere:
But they do add properly up. You get 5% for the default 5%.

We know from discussions with Jules that that's not what he meant when he wrote that description. He meant to increase the chance to grab a deployable by 5 percent points, rather than 0.05 of the original drop rate. The was intended to ensure you'd get a throwable back fairly regularly. The latter has such negligible effect it's not worth mentioning in the description.
Well, makes sense. I assumed he/she meant a different thing.
Originally posted by Malidictus:
Originally posted by The Least Interesting Chibi...:
The idea that you can refill a deployed ammo by using your own ammo is a great idea.

It's a needlessly roundabout way of generating extra ammo bags, I think. It's a lot simpler to just generate 1 Ammo Bag deployable for the player after every 1000% weapon ammo picked up. Obviously, there would still be a max of 1 or 2 bags depending on the player's skill selection. An upgraded Ammo Bag carries 600% ammo, so that seems fair.

Alternately, if you want to avoid counting ammo twice, change the Ammo Bag deployable. Once both bags are deployed, replace it with a "stash ammo" action which would draw 50% ammo from both of the player's weapons and fill up a bar. Draw enough to total 1000% and you gain a new ammo bag.

Naturally, both of these options would require equipping the Ammo Bag deployable, but that seems only fair.

I wasn't thinking about generating new ammo bags, but rather refilling existing deployed ammo bags. This would at least add in slight strategic element of placing it in a good defendable spot, rather then anywhere at the spur of the moment.
Hawk Tuah Jun 15, 2018 @ 12:52pm 
Just don't use the 5/7
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Date Posted: Jun 13, 2018 @ 12:44pm
Posts: 11