Unlimited Ammo Event Question
#1
Posted 18 December 2022 - 12:08 PM
Do we now need to equip a little ammo for each weapon system or what?
#2
Posted 18 December 2022 - 12:37 PM
You have to have ammo equipped for weapons or you get an invalid loadout.
#4
Posted 18 December 2022 - 04:30 PM
#5
Posted 18 December 2022 - 04:42 PM
sad panda face
#9
Posted 19 December 2022 - 08:28 AM
Edited by LordNothing, 19 December 2022 - 08:32 AM.
#10
Posted 19 December 2022 - 08:34 AM
Gasboy, on 19 December 2022 - 01:44 AM, said:
Rockets aren't meant to reload, they are one and done weapons.
Well in the last unlimited ammo/extreme heat dissipation event queue they worked just fine. This wouldn't be an issue if PGI had made some sort of statement or put something somewhere within the last six months of patch notes indicating that the reload time for them had been set higher. But point of fact, there wasn't, which means I dropped 15m cbills buying and fitting mechs specifically to run rockets as part of the event due to not knowing the reload time (Which 99% of the time doesn't matter due to being one-and-done weapons) had been changed. First drop I got into I was practically dead weight due to the stealth change.
If it had been noted, wouldn't have wasted cbills.
Event queue is supposed to bring something different and fun to the game, not just more of the same QP with just more armor, more speed, or unlimited jump jets. Why not allow an often-unused weapon system to be utilized for fun once in a while? I only really come back to the game for those moments these days, relying on eleven other people in QP to have more than two brain cells between their ears to have any shot at winning is like trying to find a unicorn.
#11
Posted 19 December 2022 - 09:38 AM
VaMPHuNT, on 19 December 2022 - 08:34 AM, said:
Because stupidly OP, maybe fun for you not fun for anyone not using those.
Other kind of builds get buffed a little bit because they can get a bit bigger guns one more gun or heatsinks instead of ammo, bigger engine...
Rocketlaunchers with few second cooldown is insanely good, yeah maybe not 120 second cooldown instead something like 30 or 60 seconds or so but with few seconds long cooldown how do you balance or fight against any of these with almost any other kind of build if/when they get into range?
jvn-10p
dv-fr
crd-7l
edit: Should they have put that cooldown nerf into patchnotes or event queue post? Yes but those RL needed cooldown.
Edited by Curccu, 19 December 2022 - 09:42 AM.
#12
Posted 19 December 2022 - 09:51 AM
Curccu, on 19 December 2022 - 09:38 AM, said:
Other kind of builds get buffed a little bit because they can get a bit bigger guns one more gun or heatsinks instead of ammo, bigger engine...
Rocketlaunchers with few second cooldown is insanely good, yeah maybe not 120 second cooldown instead something like 30 or 60 seconds or so but with few seconds long cooldown how do you balance or fight against any of these with almost any other kind of build if/when they get into range?
jvn-10p
dv-fr
crd-7l
edit: Should they have put that cooldown nerf into patchnotes or event queue post? Yes but those RL needed cooldown.
I never denied the fact they were OP during the original event given that's what it basically turned into. I'm just saying some sort of mention should have been made at some point that the cooldown was changed. That being said, 90 seconds is just a bit extreme, and I can safely say I'm not the only one who got into the first match and was surprised at how worthless the builds they'd made were. I know for a fact there were at least four or five other people in that first drop alone on my team who commented.
A cooldown of closer to 15-20 seconds would have been much more reasonable, allowed them to be useful, but not super overpowered.
Edited by VaMPHuNT, 19 December 2022 - 09:51 AM.
#13
Posted 19 December 2022 - 10:58 AM
Edited by LordNothing, 19 December 2022 - 11:02 AM.
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