#HLD "on-hit" ammo system needs to return (kinda. hear me out).

1 messages · Page 1 of 1 (latest)

pallid moss
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You already get some ammo from meleeing, but it's a laughable amount.
Combat in this game is at its best when you're switching your entire kit, including rails. the simplistic melee combat + rails + abilities feels great when you have ammo, but while fighting crowns or tanky enemies combat can feel really awkward once you run out of ammo.

I'm not saying go back to HLD's system where almost all your ammo comes from hitting enemies, but right now I feel you don't get enough opportunities to use your rail in HLB, which is a shame because they feel really good to use

Especially when fighting crowns or tanky enemies like assassins and leapers, you only really get to use rails at the start of a fight. I'd like to get one full reload of whatever gun I'm using after I've been meleeing for a while without a kill, then use the pickups to stock up a decently sized reserve for the start of my next fight / whatever else.

sand shoal
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I'm not saying go back to HLD's system where almost all your ammo comes from hitting enemies
If you're not saying it, then I will!

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Because I think it's an infinitely cooler system than the current one

pallid moss
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i think having battery pickups works good for this game, enemies take longer to kill and there's often more of them. starting an encounter with more rail charge than would be balanced to have in the middle of a fight is fair.

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if that makes sense

weary cove
pallid moss
weary cove
pallid moss
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i don't think you should get like, multiple mags to dump on enemies just by hitting them. that should be from you find pickups, ammo dumping like you usually do now with rails should mainly apply to the start of a fight.

weary cove
pallid moss
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reloading is fine imo. having way more ammo to dump into enemies at the start of a fight than would be reasonable for a single mag works.

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and is fun i like shooting things :)

weary cove
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Well, one thought I had was to have a single magazine by default, but then have a holobyte that doubles your capacity at a cost, like the ones that reduce your total HP.
And that's a way you can spec into a rail focused build.

pallid moss
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maybe, i just think the way i say it can work to make combat way better without rebuilding the entire ammo system.

weary cove
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It'd certainly at least make it better than it currently is.

pallid moss
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thats your stupid idiot idea thrown out for this suggestion post

weary cove
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More of a UI thing, but I do wish ammo were represented in a more visual way, like it was in HLD.
I think a UI that would look pretty cool is a circle in the same bright pink as in HLD, where the circle gets divided up into sections for however many shots a specific rail has.
It would make it so much easier to discern how many shots you have, and would feel fitting with the game's aesthetic.

pallid moss
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It's still missed ...

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Ive had a couple major encounters where I've used everything (blade specials and amps on cooldown, out of ammo) but i still don't have a comfortable opening to enter the fight and deal with enemies
but i can occasionally on the outskirts get a couple hits in
if i could turn that into shots to take out/weaken a few enemies i could actually get in and finish the fight instead of slowly attacking stuff on the outside and barely making progress ...

sand shoal
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Yeah, it is a shame that the franchise of hyper light has a really cool mechanic but doesn't make it a staple of its games :(

cursive cave
pallid moss
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goat

pallid moss
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clarifying since i just linked this in a different post

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the rail and blade system don't work together nearly as well as they did in HLD. Lots of the time when you hit and enemy then switch to rails you either need to reload or you're out of ammo. It's one of the things that should and could feel really smooth but often just doesn't.

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in this proposal it's not a way to stock up an absurd amount of ammo, but to give you enough ammo in your current magazine to make rails more usable

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battery pickups still have a place in the game, to stock up reserve ammo for your next fight. starting off with rail hellfire is very very fun especially if you have the build for it. it just sucks because in the middle of a fight (especially when it's hard to actually finish off enemies) the systems aren't tied together at all and you just can't use your rail.

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This was a big thing hld got very right. Not only is it a cool callback to HLD but it's also just a timeless good system that solves a REALLY annoying issue in breaker.

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HM I am on my knees and begging you

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this would require reworks to a bunch of things including a few perks/holos but those were really really lame anyway </3 this is a worthy enough change to sacrifice a couple things

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HLD "on-hit" ammo system should return (kinda. hear me out).

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HLD "on-hit" ammo system needs to return (kinda. hear me out).

primal heath
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I agree with this, however the perks that mess around with battery gain, etc would be need to be reworked entirely so it would dig into more development time

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i think this is a good idea tho for sure and would be incentivize more aggressive play in the game

pallid moss
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it's definitely a lot of work, but I think it's well worth it.

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it fixes like all the issues with rails lmao

cursive cave
sand shoal
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Completely agree