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If it was me i'd do away with ammo really other than explosives.
The only other thing i'd want is after you defeat the boss for the game to keep going on with lots of harder monster waves until you die. Then again might be just me since i find the idea more fun than just the game ending.
Gameplay will quickly teach you which moons feature which ammo types (as a starter - 9mm is only common in callisto).
If you ensure that 1 or, even better, 2 of your weapons use different ammo types that are plentiful in the current moon, ammo problems go away pretty quickly.
Yes, this means ditching that lovely 9mm precision rifle for a basic 7.62 assault rifle, plasma shotgun etc, but it allows you to play the game without ammo concerns.
Alternatively, you can take the ammo traits - scavenger, or army surplus. But, when you are used to the above advice, these skills go from 'essential' to feeling like a waste of skill points! (outside of very specific/advanced weapon strategies)
I should say ammo can feel feast or famine depending on situation & weapons.
I suppose a bit of the ammo crunch might be intentional(?) on certain optional levels filled with demons. I'll need to hoard more stacks of ammo if I plan to go in them, and if I can manage to drop something else.
With Ao Carnage rocket launcher it might be helpful if rocket stacks went to 15 like grenades instead of 10. Four or five stacks being a significant portion of inventory space for a total of 40 or 50 rockets can sound great, until you start needing 2+ rockets to kill everything. I did beat this mode on Medium but too many runs felt like they ended due to ammo more than poor play. Same with the shotgun challenge, though I think I recently beat that one too via Army of Darkness skill that changes regular shotgun damage to pierce.
Outside that, ammo is usually not a dire problem on normal runs if you use each moon's appropriate assault rifle as your main weapon. I'm used to playing on nightmare though, where dropped ammo is doubled. I've certainly had runs where the ammo situation got tricky or forced me out of using my favorite gun.
So to anyone interested - if you really want no ammo problems, build a sniper and get yourself a 7.62 sniper rifle (+aim assist helmet, obviously!)
I always do the weapon switch thing, but it can still be a problem, especially on hard and over.
The feast or famine is really a problem because it is unfun (to me and probably others too). Until later on where you have those stations where you can make ammo anyway. And sure now after going through the game dozens of times you can know to pack ammo (or not) depending on where you go. But if you just start playing or like me, didn't play for a while and forgot what some branches do, running out of it can be annoying, especially if it was going well.
I agree running with a sniper can conserve it (or melee), but then what's the point of having all the other builds. Still, a fair point i have to say.
I think it would be a lot less of a problem if you could carry 4 or 5 weapons on you standard. Then you could easily carry a sniper or a melee weapon for when you're facing small enemies. But again, a problem on harder difficulties is that if you do that you're quite likely to get destroyed since where there's one enemy there's probably a dozen around the corners. Still I think it could be a good suggestion even just upping the weapon count by 1 since you could carry more weapons on you for more ammo variety that's available around (or keep that special melee you found instead of ditching it).
Edit: In my opinion, the risk of running out of ammo is important for the experience and balance, because otherwise the strategic decisions related to ammo management have less impact. Each class has specific ammo scavenging perks, and both Marine and Techy have skills for better ammo mangagement with their most hungry builds.
Beyond that, if your build takes wizkid you can mod in double ammo efficiency, gamble for ammo efficiency with an AV'd weapon (difficult for IO+ weapons, though). If all else fails, diversify your loadout as others have mentioned. Sniper and Hunting Rifles are great, efficient weapons.
Ammo management can be particularly tough with Scout, though, since a lot of Scout builds are very greedy in order to... work on a basic level. Points diverted to scavenge or wizkid kinda hurt for scout.
You can also practise your ammo management skills by doing Lightfoot runs with Marine (onslaught) or Scout (gununner/gunkata). It's 100% doable and a lot of fun!
Damage is ammo efficiency. Jovisec armour from Mines or Rift on Moon 1 in addition to Son of a Gun gives 100% crit chance. This almost drops kill thesholds by a single attack. Since most kill thresholds are two attacks, this can nearly double ammo efficiency. It also makes you a lot safer.
I'll more often than not wear Jovisec right through the entire game, even without Son of a Gun to make the crit totally realiable.
Also if you find yourself running a little dry, don't be afraid to just grab guns mid level and use up what they have loaded. Basic weapons are perfectly serviceable up through the first two moons. Especially grenade launchers on Callisto, just grab em' and use up the ammo in their mag.
In the last UV playthrough I uploaded, I enter SH with a Bulletstorm Marine using 7.62 and plasma rifle, with 200x cells and 300x 7.62 rounds. I left with 300x cells and 200x 7.62 rounds