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If it was incendiary or piercing, then you would have a reason to switch around often.
As for the attachment, if it was as you describe I would pick it sometimes instead of never.
however, in reality it would be much to complicated to use for much to little effect, one dot would proably run out before the other applies and in any case, the targets die to fast for this to matter anyhow.
also, its realy rare i have two relevant special ammos in the first place.
so, the advantage of the module is irrelevant. but as it comes with +20% heat generation and + 20% reload times, this attachment is outright harmful. its not borderline uselsess, its over 9000 useless.
I totally overlooked the stat downgrades! Another great reason to replace it with something beneficial.
Good ideas.
poison, slow, fire, electric/shock, explosive, bleed, disorient/blind are all possible ammo types I can think of. Any others sound good?
Piercing (FMJ), Armour Penetration (SABOT) & various shotgun slugs?
https://steamcommunity.com/sharedfiles/filedetails/?id=1323744007
I think in cases where the ammo is a "Damage over Time" type, you may run into situations where a basic ammo type is more effective. i.e., you don't always have time to allow a DoT type damage to work its magic.
I'm not sure if one of the updates added this but on most recent playthroughs most weapons I picked up that had a special ammo type came with that already loaded. Or maybe it was always that way and I only just noticed it. :)
Do those ammos not do the basic imapct damage plus the DoT effect?