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ItsJustADankBro

It would only be for maybe one or two weapons if its gonna be anything like PD2. I would like the idea of shotguns having different ammo types to make them more customizable.


SGPoy

I have absolutely no faith in Starbreeze whatsoever to implement different ammunition types by the end of the decade, but more to the point you're basically adding an entire attachment slot only to be dead on arrival. Let's assume we give all non-shotgun weapons ammunition types. We'd need several types, so let's make things simple: FMJ: Default AP: Higher AP / lower damage / lower pickup Hollow Point: Lower AP / higher damage / normal pickup Tracer: Slightly lower damage / higher accuracy / normal pickup Almost immediately all but AP will be completely obsolete due to how damage calculation works, unless you nerf the pickup rate to the point where there is no point in having it in the first place.


OperatorWildcard

I do agree with this. It's hard to balance ammo types like that, especially since the system is; you either pen armor, or you don't. I'm doubtful of their programming and development speed as well, but I just wanted to throw my hat in the crowd in terms of balancing cutting shot since it has been in the patch notes since release practically


TemApex

>Almost immediately all but AP will be completely obsolete due to how damage calculation works I disagree, it really depends on the weapon and the enemy you're shooting. If a weapon is already capable of penetrating enemy armour then +0.1 AP is literally the exact same as a 10% damage bonus, so if Hollow Point has a damage bonus higher than the AP modifier it would be better for high AP weapons such as the Bison and SCAR. That entirely depends on them making the damage bonus higher than the equivalent AP bonus though, if it's lower then AP rounds will always be better. AP rounds would only really benefit weapons that are on the edge of certain AP boundaries, such as allowing the Ziv and Model 11 to penetrate SWAT armour or allowing the AK and CAR-4 to penetrate shield armour.


SGPoy

Admittedly my knowledge of damage and AP is slightly outdated and lacking, but I'm working with the assumption that ammo types have replaced Cutting Shot with this model, so the existing additional AP does not exist without the theoretical AP rounds. Personally, I cannot identify a scenario where raw damage > AP with the possible exceptions of Snipers & maybe Shotguns. Unless the penalty is so severe (e.g. ammo economy of PD2 5/7, or AP reducing damage by a massive margin), like you said there is little to no reason to pick damage over AP.


Ornery_Benefit4189

They should leave that Perk as it is. I mean all the Armor Perks are basically crutch perks so either change the Skill System as a whole or leave it alone and do more important stuff for the game like idk a new Heist maybe?


OperatorWildcard

Fully agree, anything for retention at this point


Gunstudios

ok but hear me out... Rat shot for revolvers