#Ammo Types and Conversions

1 messages · Page 1 of 1 (latest)

serene dawn
#

Currently most guns have just one way to play them and that’s it. The optimal attachments are the same on almost every gun leaving each gun feeling pretty basic after a while. My proposal: ammo conversions.

Basic Attributes

  • Would be equipped in the magazine slot (no extended and new ammo)
  • changes based on percent to allow simpler changes (+10% ; 2-7%)
  • every new ammo type will have equal pros and cons (Ex. Higher damage but shorter fall-off)
  • Some guns can have unique conversions (The Deagle can fire 50AE or 357 Mag)
    -Categories of guns can have unique ammo (Ex. only Assault rifles could use .223)
  • must be an actually existing ammo type for a gun already in the game

Example
Hollow Point
Pistols, Assault Rifles, Carbines, Battle Rifles

  • **+**5%-10% base damage
  • **-**5%-10% ranged damage
  • + 10%-15% horizontal recoil
  • + 10% vertical recoil
    Does more damage in shorter ranges but struggles over distance and has a lot more recoil. A great CQB ammo

Go ahead and suggest some if yall have ideas too.

serene dawn
#

Ammo Types and Conversions

solemn moss
#

The mechanics of the type of ammunition sounds interesting, it gives greater variability of factors, instead of just hitting the full auto haha

serene dawn
#

It would definitely give some guns a fresh coat of paint.

#

Here’s another one
HV (High Velocity)
Snipers, SMGs, Carbines, PDWs (maybe more)

  • + 10% Bullet Velocity
  • - 33% Mag Capacity (30 to 20; 12 to 8)
  • + 15% Vertical Recoil
    Higher velocity for longer shots but has less ammo and more recoil to balance it (may be a bit too strong)
silk spruce
#

not strong at all since that would be a massive nerf since damage is untouched

#

not that more velocity would or should change damage done anyway

bold oar
serene dawn
#

.223 Ammo
Assault Rifles, Carbines (some)

  • - 5-10% Horizontal Recoil
  • - 5-10% Vertical Recoil
  • + 33% Mag Capacity (30 to 40 ; 20 to 27~30)
  • - 1-5% Base Damage
    Lower damage compensated by lower recoil and more ammo to shake up gunplay