I'm not a fan of generic ammo-types in most cases - it's especially disappointing here, since ammo by calibre was a core mechanic in NMRiH1. If I only had one wish for this game, it's for calibre-specific weapons and ammo to be brought back.
NMRiH 2's firearm ammo types have been almost entirely homogenised. Pistol, Magnum, Light Rifle, Heavy Rifle and Shotgun - 5 ammo-types.
In NMRiH 1, each weapon used ammo of a specific calibre - for example, you needed 9mm for the M9, Glock and MP5, but for the Mac-10 and M1911, you needed .45 ACP - whilst the M16 used 5.56, etc; 8 types.
This was a mechanic that rewarded teamwork, coordination and good resource-management - deciding among yourselves who will use which weapons and get what ammo - or not, and suffering the consequences. It also meant you often had to choose between ditching a better gun, for one that's worse but that you actually have ammo for - or, holding on to it and hoping to find more ammo for it around the next corner (or vice-versa).
Not to mention, it's more realistic, making the world more believable and immersive.
Conversely - with generic ammo types, the dynamics of ammo distribution - and the effect on teamwork and resource management - are diminished significantly, and that whole rewarding facet of coordination along with it.
There is no longer any incentive or reason for players to swap away from the most powerful weapons for their ammo-type; with only 5 of those, it's practically guaranteed you'll find enough to keep it running.
Coupled with weightless inventory (https://discord.com/channels/211900829307895819/1296214593764331530), this is one less factor that could help balance weapons against one another, and introduce more interesting choices through scarcity/commonality of a specific weapon's (or group of weapons') ammo-type.
Generally, survival-horror games are compelling because of their emphasis on resource-management - not in spite of it.
