What you post is good common sense play, I have the same back up.Originally Posted by Visualsun Go to original post
But I was just clearing a Broadcast, but on the way, ran into a patrol and a yellow mini gun boss, clear the Broadcast but now have 198 ammo left on the AR, what can you do with that.
Not much work but low on reserve ammo to take on anything else. I play the game to take out the enemy, not to travel for reserves of ammo every 10 minutes play.
Not one of the 4 in the patrol, the Boss, or the 3 waves, 12 npc’s dropped any ammo.
None of my enemies ever run out of ammo.
I don't understand why anyone would have a problem with the ammo count increasing?!!? What in the f is wrong with you people? Stop blaming the players for the problems in this game!
You are acting like it would ruin the integrity of the game or something. It makes ZERO sense to argue against more ammo.
For the record - NO ONE IS TALKING ABOUT HAVING AMMO ISSUES IN MISSIONS!!!!!!
Does anyone read?
The OP is exactly right.
The big problem:
At lvl 1 we have 810 rounds
In WT5 it takes a lot more bullets to kill an enemy, yet we still only have 810 rounds
Take down two side missions (Propaganda broadcast, territory control, execution, etc), then try to take down an CP3 or 4...I ALWAYS RUN OUT OF PRIMARY AMMO! I'm NOT missing shots either (I've recorded my gameplay, and I'm hitting at least 90% of my shots).
Almost every other game I have played lets you pick up ammo from all the fallen enemies...it makes no sense that you can't in this game.
Your point on using the pistol is a good one that does get forgotten about. Will put that in the memory bank and use that to conserve ammo.Originally Posted by Visualsun Go to original post
It would be great to get more drops, see that is an INCREASE in ammo via supply, some of the Saints on here will not be picking those up though as they do not need the ammo and are brilliant enough to survive with out that.
I do not get why so many are opposed to having a bit more ammo than 810 in an AR, given where we started and the level at WT5. One of the issues is you run into patrols on every street corner when going to a CP, TC, Broadcast, Hostage or PE. Do an extended one of those and you will use a large percentage of your ammo.
If it is a CP and you take it over you can get ammo, but the others unless someone drops ammo you are out of luck. Return to a safe house to get grenades topped up or the BOO for rocket propelled grenades.
This is a tedious system, particularly if working an area away from a checkpoint, be prepared for another long march, perhaps multiple patrol fights as you go. It is possible you run out of primary ammo trying to return to where you were.
Here is the issue with ammo.... it should be a build choice not a build given. They should have never started with the amount of ammo we have, they should have started around 400 and then added Red stats that boost ammo by 20-40%. Skill builds need to make annoying choices why is DPS given handouts.
I loved the need to switch out weapons in the first game, and guess what low ammo also did. It helped prevent the abuse of one single meta weapon all day long. It gave 2pc lonestar an actual role in gear building. It made talents that gave ammo for pistol kills, skill kills, and head shot returns important. After they just handed out more and more candy we got the AB meta and lonestar/banshee died. Which led to the Striker/Nomad never ending House spam metas many of us still curse even now. If you don't understand how specific aspects of the game lead to bad situations..... you should just call yourself a division developer
Ok, use your brain here.Originally Posted by yamxt6002016 Go to original post
Why do you think that is?